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Make sure to enable blending for viewport/scissor overlay on GL
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@@ -470,6 +470,25 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve
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(GLsizei)rs.Viewports[0].width, (GLsizei)rs.Viewports[0].height);
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}
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if(HasExt[ARB_draw_buffers_blend])
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{
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drv.glEnablei(eGL_BLEND, 0);
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drv.glBlendFuncSeparatei(0, eGL_SRC_ALPHA, eGL_ONE_MINUS_SRC_ALPHA, eGL_SRC_ALPHA,
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eGL_ONE_MINUS_SRC_ALPHA);
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drv.glBlendEquationSeparatei(0, eGL_FUNC_ADD, eGL_FUNC_ADD);
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}
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else
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{
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drv.glBlendFuncSeparate(eGL_SRC_ALPHA, eGL_ONE_MINUS_SRC_ALPHA, eGL_SRC_ALPHA,
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eGL_ONE_MINUS_SRC_ALPHA);
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drv.glBlendEquationSeparate(eGL_FUNC_ADD, eGL_FUNC_ADD);
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drv.glEnable(eGL_BLEND);
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}
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drv.glBlendColor(1.0f, 1.0f, 1.0f, 1.0f);
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drv.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
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OutlineUBOData *cdata =
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(OutlineUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(OutlineUBOData),
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