When blending with sourceRGBBlendFactor = sourceAlpha which one alpha value will be taken in formula - original source alpha, calculated in shader or alpha value calculated by sourceAlphaBlendFactor?
It's the original source alpha. You can think of these two calculations (MTLBlendOperationAdd
) as occurring concurrently.
RGB = Source.rgb * SBF + Dest.rgb * DBF
A = Source.a * SBF + Dest.a * DBF