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Custom shaders should not blend, make channel buttons visible
* The RGBA channel enable buttons were applying anyway, they were just being hidden.
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@@ -3572,7 +3572,7 @@ bool D3D11DebugManager::RenderTexture(TextureDisplay cfg, bool blendAlpha)
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m_pImmediateContext->PSSetSamplers(0, 2, samps);
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float factor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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if(cfg.rawoutput || !blendAlpha)
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if(cfg.rawoutput || !blendAlpha || cfg.CustomShader != ResourceId())
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m_pImmediateContext->OMSetBlendState(NULL, factor, 0xffffffff);
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else
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m_pImmediateContext->OMSetBlendState(m_DebugRender.BlendState, factor, 0xffffffff);
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@@ -1607,10 +1607,10 @@ namespace renderdocui.Windows
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}
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else if ((string)channels.SelectedItem == "Custom")
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{
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customRed.Visible = false;
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customGreen.Visible = false;
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customBlue.Visible = false;
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customAlpha.Visible = false;
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customRed.Visible = true;
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customGreen.Visible = true;
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customBlue.Visible = true;
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customAlpha.Visible = true;
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mulLabel.Visible = false;
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hdrMul.Visible = false;
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customShader.Visible = true;
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