Alpha is understood by OpenGL but shader needs "opac_in

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I understand why this happens, but isn´t it a bit counterintuitive?

I mean, the Color POP even has an Alpha tab, but current shaders won´t understand it. It looks like the new materials have changed the workflow to a point where and old established workflow like playing with the Alpha, needs to go through an Attribute Create with an “opac_int” being assigned a value of $CA.

Not the most streamlined thing ever, uh?
Javier Meroño
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this seems to still be the case.. surely not??
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