Graphics: Fix blending (temporary fix until frame graph handles it)
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@@ -164,15 +164,6 @@ namespace Nz
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RenderPipelineInfo pipelineInfo;
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// Alpha blending
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pipelineInfo.blending = true;
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pipelineInfo.blend.modeColor = BlendEquation::Add;
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pipelineInfo.blend.modeAlpha = BlendEquation::Add;
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pipelineInfo.blend.srcColor = BlendFunc::One;
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pipelineInfo.blend.dstColor = BlendFunc::One;
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pipelineInfo.blend.srcAlpha = BlendFunc::One;
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pipelineInfo.blend.dstAlpha = BlendFunc::One;
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pipelineInfo.pipelineLayout = m_blitPipelineLayout;
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pipelineInfo.shaderModules.push_back(std::move(blitShader));
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pipelineInfo.vertexBuffers.assign({
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@@ -182,7 +173,18 @@ namespace Nz
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}
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});
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m_blitPipeline = m_renderDevice->InstantiateRenderPipeline(std::move(pipelineInfo));
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m_blitPipeline = m_renderDevice->InstantiateRenderPipeline(pipelineInfo);
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// Blending
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pipelineInfo.blending = true;
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pipelineInfo.blend.modeColor = BlendEquation::Add;
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pipelineInfo.blend.modeAlpha = BlendEquation::Add;
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pipelineInfo.blend.srcColor = BlendFunc::SrcAlpha;
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pipelineInfo.blend.dstColor = BlendFunc::InvSrcAlpha;
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pipelineInfo.blend.srcAlpha = BlendFunc::SrcAlpha;
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pipelineInfo.blend.dstAlpha = BlendFunc::InvSrcAlpha;
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m_blitPipelineTransparent = m_renderDevice->InstantiateRenderPipeline(std::move(pipelineInfo));
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}
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void Graphics::BuildDefaultTextures()
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