forked from bartvdbraak/blender
- Fix for adding rendering passes. It seems the result was multiplied
by alpha twice, which gave dark edges on an grass AO pass for example.
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@ -3590,10 +3590,10 @@ void add_transp_passes(RenderLayer *rl, int offset, ShadeResult *shr, float alph
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if(col) {
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fp= rpass->rect + pixsize*offset;
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fp[0]= alpha*col[0] + (1.0f-alpha)*fp[0];
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fp[0]= col[0] + (1.0f-alpha)*fp[0];
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if(pixsize==3) {
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fp[1]= alpha*col[1] + (1.0f-alpha)*fp[1];
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fp[2]= alpha*col[2] + (1.0f-alpha)*fp[2];
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fp[1]= col[1] + (1.0f-alpha)*fp[1];
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fp[2]= col[2] + (1.0f-alpha)*fp[2];
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}
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}
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}
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