Another adjustment so more games can detect transparency
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@ -844,25 +844,32 @@ namespace FirstPlugin
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private static void SetRenderPass(FMAT mat, SF.Shader shader, FSHP m, int id)
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{
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if (mat.ImageKey != "material")
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{
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mat.ImageKey = "material";
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mat.SelectedImageKey = "material";
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}
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bool IsTranslucent = false;
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bool IsTransparentMask = false;
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for (int i = 0; i < mat.renderinfo.Count; i++)
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{
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if (mat.renderinfo[i].Name == "gsys_render_state_mode")
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{
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IsTranslucent = mat.renderinfo[i].ValueString.Contains("translucent");
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IsTransparentMask = mat.renderinfo[i].ValueString.Contains("mask");
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}
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}
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if (mat.shaderassign.ShaderArchive == "Turbo_UBER")
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{
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AglShaderTurbo aglShader = new AglShaderTurbo();
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for (int i = 0; i < mat.renderinfo.Count; i++)
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{
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if (mat.renderinfo[i].Name == "gsys_render_state_mode")
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{
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IsTranslucent = mat.renderinfo[i].ValueString.Contains("translucent");
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IsTransparentMask = mat.renderinfo[i].ValueString.Contains("mask");
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}
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aglShader.LoadRenderInfo(mat.renderinfo[i]);
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}
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// aglShader.LoadRenderPass(mat, shader);
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}
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else
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{
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