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Realized it's ok to combine the stencil-to-alpha with alpha testing as it's done within the shader, before we replace alpha.
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@@ -163,7 +163,7 @@ void ComputeFragmentShaderID(FragmentShaderID *id) {
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bool doTextureAlpha = gstate.isTextureAlphaUsed();
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bool stencilToAlpha =
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gstate.isStencilTestEnabled() && gstate.getStencilOpZPass() == GE_STENCILOP_REPLACE &&
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!gstate.isAlphaBlendEnabled() && !enableAlphaTest;
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!gstate.isAlphaBlendEnabled();
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// All texfuncs except replace are the same for RGB as for RGBA with full alpha.
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if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE)
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@@ -232,7 +232,7 @@ void GenerateFragmentShader(char *buffer) {
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bool doTextureAlpha = gstate.isTextureAlphaUsed();
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bool stencilToAlpha =
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gstate.isStencilTestEnabled() && gstate.getStencilOpZPass() == GE_STENCILOP_REPLACE &&
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!gstate.isAlphaBlendEnabled() && !enableAlphaTest;
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!gstate.isAlphaBlendEnabled();
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if (gstate_c.textureFullAlpha && gstate.getTextureFunction() != GE_TEXFUNC_REPLACE)
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doTextureAlpha = false;
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