Adding transparency support
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@@ -98,6 +98,7 @@ struct ShaderBufferCreateInfo {
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DataSource sourceData = DataSource();
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uint64 numElements = 1;
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uint32 clearValue = 0;
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uint8 createCleared = 0;
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uint8 dynamic = 0;
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uint8 vertexBuffer = 0;
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std::string name = "Unnamed";
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@@ -169,10 +170,10 @@ struct ColorBlendState {
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struct BlendAttachment {
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uint32 blendEnable = 0;
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SeBlendFactor srcColorBlendFactor = Gfx::SE_BLEND_FACTOR_SRC_ALPHA;
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SeBlendFactor dstColorBlendFactor = Gfx::SE_BLEND_FACTOR_SRC_ALPHA;
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SeBlendFactor dstColorBlendFactor = Gfx::SE_BLEND_FACTOR_DST_ALPHA;
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SeBlendOp colorBlendOp = Gfx::SE_BLEND_OP_ADD;
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SeBlendFactor srcAlphaBlendFactor = Gfx::SE_BLEND_FACTOR_SRC_ALPHA;
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SeBlendFactor dstAlphaBlendFactor = Gfx::SE_BLEND_FACTOR_SRC_ALPHA;
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SeBlendFactor srcAlphaBlendFactor = Gfx::SE_BLEND_FACTOR_ONE;
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SeBlendFactor dstAlphaBlendFactor = Gfx::SE_BLEND_FACTOR_ONE;
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SeBlendOp alphaBlendOp = Gfx::SE_BLEND_OP_ADD;
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SeColorComponentFlags colorWriteMask =
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Gfx::SE_COLOR_COMPONENT_R_BIT | Gfx::SE_COLOR_COMPONENT_G_BIT | Gfx::SE_COLOR_COMPONENT_B_BIT | Gfx::SE_COLOR_COMPONENT_A_BIT;
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