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author | emersion <contact@emersion.fr> | 2018-05-19 09:21:35 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2018-05-19 09:21:35 +0100 |
commit | b5472796251f8d7ef9d9da7f20db0aaa11ace127 (patch) | |
tree | e732e4062bd86e0e3122a72b433bcd70eabbaac5 | |
parent | 98088e78df054553ec846043ee913d0dcf39de16 (diff) | |
parent | 47ffd0e184dd3886f9e810b9ec89e2a9942014a0 (diff) |
Merge pull request #986 from ammen99/master
gles2: pre-multiply alpha and fix blending function
-rw-r--r-- | render/gles2/renderer.c | 2 | ||||
-rw-r--r-- | render/gles2/shaders.c | 9 |
2 files changed, 4 insertions, 7 deletions
diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c index c10493c4..8360c5fb 100644 --- a/render/gles2/renderer.c +++ b/render/gles2/renderer.c @@ -42,7 +42,7 @@ static void gles2_begin(struct wlr_renderer *wlr_renderer, uint32_t width, // enable transparency glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // XXX: maybe we should save output projection and remove some of the need // for users to sling matricies themselves diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c index b940ee53..01410d87 100644 --- a/render/gles2/shaders.c +++ b/render/gles2/shaders.c @@ -63,8 +63,7 @@ const GLchar tex_fragment_src_rgba[] = "uniform float alpha;\n" "\n" "void main() {\n" -" gl_FragColor.rgb = texture2D(tex, v_texcoord).rgb;\n" -" gl_FragColor.a = alpha * texture2D(tex, v_texcoord).a;\n" +" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n" "}\n"; const GLchar tex_fragment_src_rgbx[] = @@ -74,8 +73,7 @@ const GLchar tex_fragment_src_rgbx[] = "uniform float alpha;\n" "\n" "void main() {\n" -" gl_FragColor.rgb = texture2D(tex, v_texcoord).rgb;\n" -" gl_FragColor.a = alpha;\n" +" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n" "}\n"; const GLchar tex_fragment_src_external[] = @@ -86,6 +84,5 @@ const GLchar tex_fragment_src_external[] = "uniform float alpha;\n" "\n" "void main() {\n" -" vec4 col = texture2D(texture0, v_texcoord);\n" -" gl_FragColor = vec4(col.rgb, col.a * alpha);\n" +" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n" "}\n"; |