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- fixed: Even though the name REDISALPHA implies otherwise, this render mode still needs to respect a texture's alpha channel to ensure that things get rendered properly. Otherwise the SmoothEdges function cannot be used which is necessary to ensure that filtered textures look correct.
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@ -73,7 +73,7 @@ vec4 getTexel(vec2 st)
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break;
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case 4: // TM_REDTOALPHA
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texel = vec4(1.0, 1.0, 1.0, texel.r);
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texel = vec4(1.0, 1.0, 1.0, texel.r*texel.a);
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break;
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case 5: // TM_CLAMPY
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