Made a few more fullbright face types occlude any glow behind them.
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@@ -570,6 +570,7 @@ void LLDrawPoolBump::renderFullbrightShiny()
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{
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LLGLEnable blend_enable(GL_BLEND);
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gGL.setSceneBlendType(LLRender::BT_REPLACE);
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if (mVertexShaderLevel > 1)
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{
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LLRenderPass::pushBatches(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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@@ -578,6 +579,7 @@ void LLDrawPoolBump::renderFullbrightShiny()
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{
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LLRenderPass::renderTexture(LLRenderPass::PASS_FULLBRIGHT_SHINY, sVertexMask);
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}
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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}
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}
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@@ -896,7 +898,9 @@ void LLDrawPoolBump::renderPostDeferred(S32 pass)
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switch (pass)
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{
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case 0:
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gGL.setColorMask(true, true);
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renderFullbrightShiny();
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gGL.setColorMask(true, false);
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break;
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case 1:
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renderBump(LLRenderPass::PASS_POST_BUMP);
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