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Fix fog and transparent surfaces with MSAA
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src/engine/renderer/GLUtils.h

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@@ -78,6 +78,8 @@ struct GLConfig
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int max3DTextureSize;
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int maxCubeMapTextureSize;
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int maxTextureUnits;
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int maxColorTextureSamples;
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int maxDepthTextureSamples;
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char shadingLanguageVersionString[MAX_STRING_CHARS];
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int shadingLanguageVersion;
@@ -153,6 +155,7 @@ struct GLConfig
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bool reflectionMappingAvailable;
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bool reflectionMapping;
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bool bloom;
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int MSAA; // 0 == disabled, otherwise used as sample count
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bool ssao;
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bool motionBlur;
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};

src/engine/renderer/tr_backend.cpp

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@@ -1656,6 +1656,8 @@ void RB_RenderSSAO()
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Tess_InstantScreenSpaceQuad();
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BindMSAAOrMainFBO();
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GL_CheckErrors();
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}
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