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Don't draw faded translucent parts in the prepass.
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@ -348,6 +348,9 @@ void lcScene::DrawTranslucentMeshes(lcContext* Context, bool DrawLit, bool DrawF
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if (ColorIndex == gDefaultColor)
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ColorIndex = RenderMesh.ColorIndex;
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if (DrawFadePrepass && !lcIsColorTranslucent(ColorIndex))
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continue;
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switch (RenderMesh.State)
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{
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case lcRenderMeshState::Default:
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