unblurred outset shadow shader: Use premultiply()

This commit is contained in:
Timm Bäder 2020-10-01 06:18:37 +02:00 committed by Matthias Clasen
parent a0bb248bb3
commit 7222a0901d

View File

@ -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));