message: Make sure to enable blending for viewport/scissor overlay on GL
diff: @@ -470,6 +470,25 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, CompType typeHint, DebugOve
  (GLsizei)rs.Viewports[0].width, (GLsizei)rs.Viewports[0].height);
  }
  + if(HasExt[ARB_draw_buffers_blend])
  + {
  + drv.glEnablei(eGL_BLEND, 0);
  +
  + drv.glBlendFuncSeparatei(0, eGL_SRC_ALPHA, eGL_ONE_MINUS_SRC_ALPHA, eGL_SRC_ALPHA,
  + eGL_ONE_MINUS_SRC_ALPHA);
  + drv.glBlendEquationSeparatei(0, eGL_FUNC_ADD, eGL_FUNC_ADD);
  + }
  + else
  + {
  + drv.glBlendFuncSeparate(eGL_SRC_ALPHA, eGL_ONE_MINUS_SRC_ALPHA, eGL_SRC_ALPHA,
  + eGL_ONE_MINUS_SRC_ALPHA);
  + drv.glBlendEquationSeparate(eGL_FUNC_ADD, eGL_FUNC_ADD);
  +
  + drv.glEnable(eGL_BLEND);
  + }
  +
  + drv.glBlendColor(1.0f, 1.0f, 1.0f, 1.0f);
  +
  drv.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, DebugData.UBOs[0]);
  OutlineUBOData *cdata =
  (OutlineUBOData *)drv.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, sizeof(OutlineUBOData),
  