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As requested, this is my implementation of zcomploc using a multi-pass algorithm. My apologize to the others devs for committing in the main branch but is the only way to get this tested as soon as possible.
please test for regressions, speed and for other issues fixed, as a example, the black color in water splash in super mario galaxy are fixed with this rev. please as soon as yo find a bug let me know.
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@ -109,6 +109,7 @@ typedef _PIXELSHADERUID<true> PIXELSHADERUIDSAFE;
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enum DSTALPHA_MODE
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{
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DSTALPHA_NONE, // Render normally, without destination alpha
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DSTALPHA_ZCOMPLOC,
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DSTALPHA_ALPHA_PASS, // Render normally first, then render again for alpha
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DSTALPHA_DUAL_SOURCE_BLEND // Use dual-source blending
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};
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