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gl renderer: Use premultiply() in inset shadow shader`
author
Timm Bäder
<mail@baedert.org>
Wed, 30 Sep 2020 04:00:50 +0000
(06:00 +0200)
committer
Matthias Clasen
<mclasen@redhat.com>
Wed, 14 Oct 2020 19:06:12 +0000
(15:06 -0400)
gsk/resources/glsl/inset_shadow.glsl
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diff --git
a/gsk/resources/glsl/inset_shadow.glsl
b/gsk/resources/glsl/inset_shadow.glsl
index 6047946784ddf19ebb87d9e210bf2a94636eb88d..9a21cdef097fb4d3d6ae4edbc5fec59cbd77d173 100644
(file)
--- a/
gsk/resources/glsl/inset_shadow.glsl
+++ b/
gsk/resources/glsl/inset_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 outside = gsk_create_rect(u_outline_rect);
GskRoundedRect inside = gsk_rounded_rect_shrink(outside, vec4(u_spread));