I'm looking for a way to blend a source texture containing an alpha channel, onto the framebuffer, modulated by an extra alpha.
that is, insted of just
dst = a*src + (1-a)*dst
dst = (a1*a2)*src + (1-(a1*a2))*dst;
where a1 is the texel alpha value, and a2 is a constant value for the whole texture.
How can I achive this using OpenGL ES 1.0?
[ January 19, 2005: Message edited by: Olof Hedman ]