Determine if to stuff shiny data into alpha component a bit differently. Cuts out a lot of crazy logic and lets us choose based off of target renderpass.
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@@ -263,6 +263,8 @@ public:
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LLMatrix4* mNormalMapMatrix;
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LLDrawInfo* mDrawInfo;
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bool mShinyInAlpha;
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private:
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LLPointer<LLVertexBuffer> mVertexBuffer;
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