I can get the beginnings of an interesting blending function by using the following parameters:
GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_ONE_MINUS_SRC_ALPHA);
The result is that render results are bounded by the color they're being rendered to. This has some potentially useful effects in terms of shadows and other details.
However, the problem is that the above blending function doesn't allow the source image to effectively use transparency. It only works if I'm using full alpha.
Is there any way I can multiply the source pixels by
both GL_DST_COLOR and GL_SRC_ALPHA? That would completely fix this effect and get it to where I'd like.