Set blendtype back to BT_ALPHA after postprocess, because ui assumes such [aka: glBlendFunc(GL_SOURCE_ALPHA, GL_ONE_MINUS_SOURCE_ALPHA)]. Also, line-ending fixup.. again.
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@@ -1225,7 +1225,8 @@ void render_ui(F32 zoom_factor, int subfield, bool tiling)
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/// and then display it again with compositor effects.
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/// Using render to texture would be faster/better, but I don't have a
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/// grasp of their full display stack just yet.
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LLPostProcess::getInstance()->apply(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
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if(gPipeline.canUseVertexShaders())
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LLPostProcess::getInstance()->apply(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
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render_hud_elements();
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render_hud_attachments();
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