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unblurred outset shadow shader: Use premultiply()
author
Timm Bäder
<mail@baedert.org>
Thu, 1 Oct 2020 04:18:37 +0000
(06:18 +0200)
committer
Matthias Clasen
<mclasen@redhat.com>
Wed, 14 Oct 2020 19:06:12 +0000
(15:06 -0400)
gsk/resources/glsl/unblurred_outset_shadow.glsl
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diff --git
a/gsk/resources/glsl/unblurred_outset_shadow.glsl
b/gsk/resources/glsl/unblurred_outset_shadow.glsl
index fe7ad742d3ddf9b8b7ec243d92db0b84bbc1e1f3..f110370412ce9c138f9d9aab3c86bc118d8f941d 100644
(file)
--- a/
gsk/resources/glsl/unblurred_outset_shadow.glsl
+++ b/
gsk/resources/glsl/unblurred_outset_shadow.glsl
@@
-11,9
+11,7
@@
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
- final_color = u_color;
- final_color.rgb *= final_color.a;
- final_color *= u_alpha;
+ final_color = gsk_premultiply(u_color) * u_alpha;
GskRoundedRect inside = gsk_create_rect(u_outline_rect);
GskRoundedRect outside = gsk_rounded_rect_shrink(inside, vec4(- u_spread));