I'm trying to implement the composition pass as described in this article: https://casual-effects.blogspot.com/2015/03/implemented-weighted-blended-order.html
The shader is supposed to blend its results with the existing data in the texture. The article calls for these blending options
- src blend = SRC_ALPHA
- dst blend = ONE_MINUS_SRC_ALPHA
How have I misconfigured my blending setup? The result I get is the shader replaces the contents of the texture, except the alpha channel is always 1.