#5874 Fix transparent highlights omitting HUDs (FS:TJ- Cherry-pick to fix FIRE-36877)
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f2fbb47b4f
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030b7660c2
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@ -268,8 +268,8 @@ void LLDrawPoolAlpha::forwardRender(bool rigged)
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gGL.setColorMask(true, false);
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if (!rigged && getType() == LLDrawPoolAlpha::POOL_ALPHA_POST_WATER)
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{ //render "highlight alpha" on final non-rigged pass
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if (!rigged && (LLPipeline::sRenderingHUDs || getType() == LLDrawPoolAlpha::POOL_ALPHA_POST_WATER))
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{ //render "highlight alpha" on final non-rigged pass for non-HUDs (HUDs only run pre-water alpha pass)
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// NOTE -- hacky call here protected by !rigged instead of alongside "forwardRender"
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// so renderDebugAlpha is executed while gls_pipeline_alpha and depth GL state
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// variables above are still in scope
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@ -279,7 +279,7 @@ void LLDrawPoolAlpha::forwardRender(bool rigged)
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void LLDrawPoolAlpha::renderDebugAlpha()
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{
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if (sShowDebugAlpha && !gCubeSnapshot)
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if (sShowDebugAlpha && !gCubeSnapshot && !LLPipeline::sReflectionRender)
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{
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gHighlightProgram.bind();
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gGL.diffuseColor4f(1, 0, 0, 1);
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