Bufix #1942
Halos with Flare option didn't render correct in Unified render, they were added twice! Also noticed errors in applying alpha for 'Premul' alpha in Unified. Fixed.
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@@ -395,6 +395,11 @@ void renderSkyPixelFloat(float x, float y)
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switch (keyingType) {
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case RE_ALPHA_PREMUL:
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/* Premul: don't fill, and don't change the values! */
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collector[0] = 0.0;
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collector[1] = 0.0;
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collector[2] = 0.0;
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collector[3] = 0.0;
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break;
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case RE_ALPHA_KEY:
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/*
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Key: Leave pixels fully coloured, but retain alpha data, so you
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@@ -262,8 +262,6 @@ void zBufShadeAdvanced()
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R.r.edgeR, R.r.edgeG, R.r.edgeB);
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}
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add_halo_flare(); /* from rendercore */
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if (!(R.r.mode & R_OSA)) {
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jit[0][0] = xjit;
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jit[0][1] = yjit;
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