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Add support for InvDstMultiply blending for shadows, initial CAi implementation
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@@ -39,7 +39,7 @@ void CSimpleShadow::Render(const TLockedToken<CTexture>& tex) const
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CGraphics::SetModelMatrix(x0_xf);
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if (!m_filter || m_filter->GetTex().GetObj() != tex.GetObj())
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m_filter.emplace(EFilterType::Blend, tex, CTexturedQuadFilter::ZTest::LEqual);
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m_filter.emplace(EFilterType::InvDstMultiply, tex, CTexturedQuadFilter::ZTest::LEqual);
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float radius = x34_radius * x30_scale;
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CTexturedQuadFilter::Vert verts[] =
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