/*
 * This file is part of Dynamic Surroundings, licensed under the MIT License (MIT).
 *
 * Copyright (c) OreCruncher
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package org.blockartistry.DynSurround.client.fx.particle.mote;

import javax.annotation.Nonnull;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class ParticleCollectionRipples extends ParticleCollection {

	public ParticleCollectionRipples(@Nonnull final World world, @Nonnull final ResourceLocation tex) {
		super(world, tex);
	}

	@Override
	protected void preRender() {
		GlStateManager.enableAlpha();
		GlStateManager.enableBlend();
		GlStateManager.depthMask(false);
	}

	@Override
	protected void postRender() {
		GlStateManager.disableBlend();
	}

}

@@ -1838,24 +1838,138 @@
 bleBlend();%0A
+%09%09GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);%0A
 %09%09GlStateMan

Set blend mode when rendering water ripples