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|  | before alpha masking (we don't actually support this and the vertex color alpha is sometimes zero when you think it ought not be). | 
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|  | attachments rendering to depth buffer) | 
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|  | removal of glow-only rigged meshes from depth buffer. | 
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|  | rigged meshes. | 
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|  | support to highlight transparent). | 
|  | textures | 
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|  | This reverts commit ebadc409de90c75f96a005e8f45a3eee4ad243e0. | 
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|  | # Conflicts:
#	doc/contributions.txt | 
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|  | injection by extending shader loading to make use of addConstant() instead of hard-coding magic number constants in each GLSL file. | 
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|  | space for accurate color reproduction of sun textures | 
|  | dim in EEP | 
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|  | Contribution | 
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|  | Removed some potential div-by-0 NaNs and a mangled clamp. | 
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|  | original fall-off.
Had to find a balance in the sunlight intensity calculation that behaves correctly for
both these issues. | 
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