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Add a hidden "Fade" property that modifies the effective opacity to enable other functionality (closes #1970)
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@@ -451,7 +451,7 @@ void RenderableOrbitalKepler::render(const RenderData& data, RendererTasks&) {
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}
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_programObject->activate();
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_programObject->setUniform(_uniformCache.opacity, _opacity);
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_programObject->setUniform(_uniformCache.opacity, opacity());
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_programObject->setUniform(_uniformCache.inGameTime, data.time.j2000Seconds());
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glm::dmat4 modelTransform =
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