opengl.geometry.lit_textured_x2.fragment_shader: Apply alpha value to surface_Color, when combining textures.
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@@ -108,8 +108,9 @@ main()
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// surface_Color += texture (Textures [i],
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// surface_Color += texture (Textures [i],
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// frag_Coords);
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// frag_Coords);
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surface_Color.rgb += texture (Textures [i],
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surface_Color.rgb += texture (Textures [i],frag_Coords).rgb
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frag_Coords).rgb * (1.0 - Fade [i]);
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* texture (Textures [i],frag_Coords).a
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* (1.0 - Fade [i]);
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surface_Color.a = max (surface_Color.a, texture (Textures [i],
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surface_Color.a = max (surface_Color.a, texture (Textures [i],
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frag_Coords).a);
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frag_Coords).a);
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