In libgdx/OpenGL ES I want to render multiple semitransparent textures while keeping the alpha still semi transparent. For example If I render a 0.5 alpha circle on top of another 0.5 alpha circle, alpha should remain 0.5, output alpha should be maximum value of input alpha and destination alpha.
I looked a bit, it looks like
glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX) should do the trick, but it is not GL_MAX operator is not available for OpenGL ES. Weirdly, it works when I use integer value for (0x8008) but I guess I can't trust that :D
How can I achieve such an effect?