For the past several weeks, I've been trying to get a two-phase
post-processing shader to work with transparency. So far, I've only been
able to make it visible over certain types of terrain.  Otherwise, it
darkens the screen in the second phase, and apparently does nothing but
lower the frame-rate in the first.

So far, I've heard that the problem is often with
"UpdateScreenEffectTexture( 0 );" not being called, but that didn't fix
anything. I still get a dark screen whenever the shader is drawn.

The shader is drawn to a render target, with transparency, which is then
drawn back to the screen (with transparency.)

Any ideas as to what the problem could be?

-- Will "xENO" Ewing

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