#1419: Near-opaque alpha-blend texels are lit as opaque surfaces (RenderVKBlendOpaqueGBuffer) #1420
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sky_line/Slipstream!1420
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Delete branch "TheSlowly/Slipstream:blend-opaque-1419"
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Fixes #1419.
Blended texels at alpha >= 0.99 now draw in the depth pre-pass and the G-buffer, so the deferred lighting lights them like any opaque surface (AO, the RT shadow mask, projector shadows, SSR, GI). Pass 2 skips those texels; the soft fringe below the threshold blends as before. One rule decides for every pass (
clean_blend_depth_rule.glsl). Forward frames keep the old path, andRenderVKBlendOpaqueGBuffer0 restores it live.Checked in world: blended content now lights like masked content.