DX11.TextureFX alpha channel - followup

Hi a little followup to this old thread. I cant find a way to fix that alpha issue for Glow. I cant just set the alpha from the input texture because then of course the outer glow will be gone. Any idea how to do this?

(The white quad is actually a transparent cutout in the texture)


I am not even sure the shader code accounts for alpha when doing the glow. Now looking at the outcome it seems the alpha cut out is treated as white because it seems to glow into the texture.