Oh, this is what I did(what you suggested only referes to blending with the backbuffer)
if(gl instanceof GL11)
{
GL11 gl11 = (GL11)gl;
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_COMBINE);
//Sample RGB, multiply by previous texunit result
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_COMBINE_RGB, GL11.GL_MODULATE); //Modulate RGB with RGB
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_SRC0_RGB, GL11.GL_CONSTANT);
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_SRC1_RGB, GL11.GL_TEXTURE);
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_OPERAND0_RGB, GL11.GL_SRC_COLOR);
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_OPERAND1_RGB, GL11.GL_SRC_COLOR);
//Sample ALPHA, multiply by previous texunit result
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_COMBINE_ALPHA, GL11.GL_MODULATE); //Modulate ALPHA with ALPHA
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_SRC0_ALPHA, GL11.GL_CONSTANT);
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_SRC1_ALPHA, GL11.GL_TEXTURE);
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_OPERAND0_ALPHA, GL11.GL_SRC_ALPHA);
gl11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_OPERAND1_ALPHA, GL11.GL_SRC_ALPHA);
// gl.glTexEnvf(gl.GL_TEXTURE_ENV, ((GL11)gl).GL_COMBINE_ALPHA, ((GL11)gl).GL_MODULATE);
// gl.glTexEnvf(gl.GL_TEXTURE_ENV, ((GL11)gl).GL_ALPHA_SCALE, c[3]);
}