guint last_texture = 0;
GskNglDrawVertex *vertices;
guint used = 0;
- guint16 c[4];
+ guint16 c[4] = { FP16_MINUS_ONE, FP16_MINUS_ONE, FP16_MINUS_ONE, FP16_MINUS_ONE };
const PangoGlyphInfo *gi;
guint i;
int yshift;
/* If the font has color glyphs, we don't need to recolor anything.
* We tell the shader by setting the color to vec4(-1).
*/
- if (!force_color && gsk_text_node_has_color_glyphs (node))
- rgba_to_half (&(GdkRGBA){ -1.f, -1.f, -1.f, -1.f }, c);
- else
+ if (force_color || !gsk_text_node_has_color_glyphs (node))
rgba_to_half (color, c);
lookup.font = (PangoFont *)font;