message: OpenGLES2 compile fix
diff: @@ -353,13 +353,17 @@ void depth_compositor::composite_textures() const
  GLint active_texture = GL_TEXTURE0;
  GLuint bound_texture = 0;
  GLboolean blend = glIsEnabled(GL_BLEND);
  - GLenum sfactor = GL_ONE;
  - GLenum dfactor = GL_ONE_MINUS_SRC_ALPHA;
  + GLenum sfactor_rgb = GL_ONE;
  + GLenum dfactor_rgb = GL_ONE_MINUS_SRC_ALPHA;
  + GLenum sfactor_alpha = GL_ONE;
  + GLenum dfactor_alpha = GL_ONE_MINUS_SRC_ALPHA;
  GLboolean depth_test = GL_FALSE;
  glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
  glGetIntegerv(GL_TEXTURE_BINDING_2D, reinterpret_cast<GLint*>(&bound_texture));
  - glGetIntegerv(GL_BLEND_SRC, reinterpret_cast<GLint*>(&sfactor));
  - glGetIntegerv(GL_BLEND_DST, reinterpret_cast<GLint*>(&dfactor));
  + glGetIntegerv(GL_BLEND_SRC_RGB, reinterpret_cast<GLint*>(&sfactor_rgb));
  + glGetIntegerv(GL_BLEND_DST_RGB, reinterpret_cast<GLint*>(&dfactor_rgb));
  + glGetIntegerv(GL_BLEND_SRC_ALPHA, reinterpret_cast<GLint*>(&sfactor_alpha));
  + glGetIntegerv(GL_BLEND_DST_ALPHA, reinterpret_cast<GLint*>(&dfactor_alpha));
  glEnable(GL_BLEND);
  @@ -386,7 +390,7 @@ void depth_compositor::composite_textures() const
  // Restore OpenGL state
  glActiveTexture(active_texture);
  glBindTexture(GL_TEXTURE_2D, bound_texture);
  - glBlendFunc(sfactor, dfactor);
  + glBlendFuncSeparate(sfactor_rgb, dfactor_rgb, sfactor_alpha, dfactor_alpha);
  if (blend)
  {
  glEnable(GL_BLEND);
  @@ -435,12 +439,16 @@ void depth_compositor::display_color_texture() const
  GLint active_texture = GL_TEXTURE0;
  GLuint bound_texture = 0;
  GLboolean blend = glIsEnabled(GL_BLEND);
  - GLenum sfactor = GL_ONE;
  - GLenum dfactor = GL_ONE_MINUS_SRC_ALPHA;
  + GLenum sfactor_rgb = GL_ONE;
  + GLenum dfactor_rgb = GL_ONE_MINUS_SRC_ALPHA;
  + GLenum sfactor_alpha = GL_ONE;
  + GLenum dfactor_alpha = GL_ONE_MINUS_SRC_ALPHA;
  glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
  glGetIntegerv(GL_TEXTURE_BINDING_2D, reinterpret_cast<GLint*>(&bound_texture));
  - glGetIntegerv(GL_BLEND_SRC, reinterpret_cast<GLint*>(&sfactor));
  - glGetIntegerv(GL_BLEND_DST, reinterpret_cast<GLint*>(&dfactor));
  + glGetIntegerv(GL_BLEND_SRC_RGB, reinterpret_cast<GLint*>(&sfactor_rgb));
  + glGetIntegerv(GL_BLEND_DST_RGB, reinterpret_cast<GLint*>(&dfactor_rgb));
  + glGetIntegerv(GL_BLEND_SRC_ALPHA, reinterpret_cast<GLint*>(&sfactor_alpha));
  + glGetIntegerv(GL_BLEND_DST_ALPHA, reinterpret_cast<GLint*>(&dfactor_alpha));
  glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  @@ -467,7 +475,7 @@ void depth_compositor::display_color_texture() const
  // Restore OpenGL state
  glActiveTexture(active_texture);
  glBindTexture(GL_TEXTURE_2D, bound_texture);
  - glBlendFunc(sfactor, dfactor);
  + glBlendFuncSeparate(sfactor_rgb, dfactor_rgb, sfactor_alpha, dfactor_alpha);
  if (blend)
  {
  glEnable(GL_BLEND);
  