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Glassmapped textures are working now.

Just like in real life, glassmaps become more transparent when you cast shadows over them. Not only this makes glasses more realistic, it also allows for more gameplay possibilities.

Also, their opaque framing does write to the depth buffer, so it doesn't have any depth sorting issues.

There are still some changes I want to make to the algorithm of the blending map used in glassmaps, so their quality should still improve a little.

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