forked from AuroraMiddleware/gtk
unblurred outset shadow shader: Use premultiply()
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@ -11,9 +11,7 @@ _OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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final_color = u_color;
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final_color.rgb *= final_color.a;
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final_color *= u_alpha;
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final_color = gsk_premultiply(u_color) * u_alpha;
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GskRoundedRect inside = gsk_create_rect(u_outline_rect);
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GskRoundedRect outside = gsk_rounded_rect_shrink(inside, vec4(- u_spread));
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