multiply blend mode fix for spatial materials
(cherry picked from commit 314a419511
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038c4d3a83
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@ -2085,9 +2085,9 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
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glBlendEquation(GL_FUNC_ADD);
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if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
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}
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} break;
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