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OpenGL3 renderer supports transparent boot splash
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@@ -470,9 +470,9 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
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glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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glViewport(0, 0, win_size.width, win_size.height);
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glEnable(GL_BLEND);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
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glDepthMask(GL_FALSE);
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glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
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glClearColor(p_color.r, p_color.g, p_color.b, OS::get_singleton()->is_layered_allowed() ? p_color.a : 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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RID texture = texture_storage->texture_allocate();
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