Preserve alpha in compositor
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82235ef194
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@ -219,15 +219,15 @@ void main() {
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textureLod(tex, texCo + dir * 0.5, 0.0).rgb);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) fragColor.rgb = rgbA;
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else fragColor.rgb = rgbB;
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) fragColor = vec4(rgbA, 1.0);
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else fragColor = vec4(rgbB, 1.0);
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#else
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#ifdef _CDOF
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fragColor.rgb = dof(texCo, depth, tex, gbufferD, texStep, cameraProj);
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fragColor = vec4(dof(texCo, depth, tex, gbufferD, texStep, cameraProj), 1.0);
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#else
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fragColor.rgb = textureLod(tex, texCo, 0.0).rgb;
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fragColor = textureLod(tex, texCo, 0.0);
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#endif
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#endif
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