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AlphaBlending and MultiPass Shader

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Hi everyone,

I've got a little probleme with AlphaBlending. My simplified scene is composed by a textured quad, and an outlined polygon (that's the problem :) )

First, I call draw to display a textured Quad

Then, I've got a second call to Draw using an other effect with 2 pass.
First pass draw the expended polygon with (1,0,0,1) as color
The second Pass draw the original polygon with (1, 0, 0, 0.6)

So, basically, I would like to to draw a semi-transparent polygon with an opaque outline, and I want to see my texture beyond.

Is that possible ?
In my 2nd pass, can i access to the pixel color before the first pass ?

Here are my shaders ...

technique PositionNormal
{
pass Outline
{
VertexShader = compile vs_3_0 OutlineVS();
PixelShader = compile ps_3_0 OutlinePS();
AlphaBlendEnable = TRUE;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
BlendOp = Add;
}
pass Inner
{
VertexShader = compile vs_3_0 VS();
PixelShader = compile ps_3_0 PS();
AlphaBlendEnable = TRUE;
SrcBlend = SrcAlpha;
DestBlend = InvDestAlpha;
BlendOp = 4;
}


}


Thanks in advance

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