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Add a hidden "Fade" property that modifies the effective opacity to enable other functionality (closes #1970)
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@@ -242,7 +242,7 @@ void RenderablePoints::render(const RenderData& data, RendererTasks&) {
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_program->setUniform(_uniformCache.color, _pointColor);
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_program->setUniform(_uniformCache.sides, 4);
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_program->setUniform(_uniformCache.alphaValue, _opacity);
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_program->setUniform(_uniformCache.alphaValue, opacity());
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_program->setUniform(_uniformCache.scaleFactor, _scaleFactor);
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if (_hasSpriteTexture) {
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