transform: set alpha channel required always true for now
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@@ -83,6 +83,10 @@ NodeValueTable TransformDistortNode::Value(NodeValueDatabase &value) const
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job.InsertValue(QStringLiteral("ove_mvpmat"), ShaderValue(real_matrix, NodeParam::kMatrix));
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job.SetInterpolation(QStringLiteral("ove_maintex"), static_cast<Texture::Interpolation>(value[interpolation_input_].Get(NodeParam::kCombo).toInt()));
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// FIXME: This should be optimized, we can use matrix math to determine if this operation will
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// end up with gaps in the screen that will require an alpha channel.
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job.SetAlphaChannelRequired(true);
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table.Push(NodeParam::kShaderJob, QVariant::fromValue(job), this);
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}
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}
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