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gl renderer: Properly apply opacity in cross-fade shader
author
Timm Bäder
<mail@baedert.org>
Wed, 24 Apr 2019 10:56:23 +0000
(12:56 +0200)
committer
Timm Bäder
<mail@baedert.org>
Wed, 24 Apr 2019 11:29:45 +0000
(13:29 +0200)
gsk/resources/glsl/cross_fade.fs.glsl
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diff --git
a/gsk/resources/glsl/cross_fade.fs.glsl
b/gsk/resources/glsl/cross_fade.fs.glsl
index 8f0f4115f445d35fd1fbeac8660cf46bd56f3c2a..612673bf6641e0942de6bfd6b0eb0d6eb50b1fed 100644
(file)
--- a/
gsk/resources/glsl/cross_fade.fs.glsl
+++ b/
gsk/resources/glsl/cross_fade.fs.glsl
@@
-6,7
+6,8
@@
void main() {
vec4 source1 = Texture(u_source, vUv); // start child
vec4 source2 = Texture(u_source2, vUv); // end child
- float p = u_progress;
- vec4 color = ((1.0 - p) * source1) + (p * source2);
+ float p_start = (1.0 - u_progress) * u_alpha;
+ float p_end = u_progress * u_alpha;
+ vec4 color = (p_start * source1) + (p_end * source2);
setOutputColor(color);
}