rendered paste body if (w->vCount) {
WindowPaintAttrib wAttrib;
wAttrib.opacity = OPAQUE;
wAttrib.saturation = COLOR;
wAttrib.brightness = BRIGHT;
//wAttrib.opacity = gw->group->color[3];
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4us(gw->group->color[0], gw->group->color[1],
gw->group->color[2],
((gw->group->color[3] * wAttrib.opacity) / 0xFFFF));
(*w->screen->drawWindowTexture) (w, &gs->glowTexture, &wAttrib,
mask | PAINT_WINDOW_TRANSLUCENT_MASK);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
screenTexEnvMode (w->screen, GL_REPLACE);
glColor4usv(defaultColor);
}