I'm drawing to an offscreen framebuffer using
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
and drawing this Framebuffer using
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Everything works fine on Mac, Window and Linux using OpenGL, but on iOS with OpenGL ES the resulting framebuffer is much more transparent.
What could I be doing wrong and how can I fix it?