void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
- final_color = gsk_premultiply(aColor) * u_alpha;
+ final_color = gsk_scaled_premultiply(aColor, u_alpha);
GskRoundedRect outside = gsk_create_rect(u_outline_rect);
GskRoundedRect inside = gsk_rounded_rect_shrink (outside, u_widths);
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
- final_color = gsk_premultiply(aColor) * u_alpha;
+ final_color = gsk_scaled_premultiply(aColor, u_alpha);
}
// FRAGMENT_SHADER:
color = u_color_matrix * color + u_color_offset;
color = clamp(color, 0.0, 1.0);
- color.rgb *= color.a;
-
- gskSetOutputColor(color * u_alpha);
+ gskSetOutputColor(gsk_scaled_premultiply(color, u_alpha));
}
else
use_color = 1.0;
- final_color = gsk_premultiply(aColor) * u_alpha;
+ final_color = gsk_scaled_premultiply(aColor, u_alpha);
}
// FRAGMENT_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
- final_color = gsk_premultiply(aColor) * u_alpha;
+ final_color = gsk_scaled_premultiply(aColor, u_alpha);
GskRoundedRect outside = gsk_create_rect(u_outline_rect);
GskRoundedRect inside = gsk_rounded_rect_shrink(outside, vec4(u_spread));
vUv = vec2(aUv.x, aUv.y);
- final_color = gsk_premultiply(aColor) * u_alpha;
+ final_color = gsk_scaled_premultiply(aColor, u_alpha);
GskRoundedRect outline = gsk_create_rect(u_outline_rect);
gsk_rounded_rect_transform(outline, u_modelview);