forked from AuroraMiddleware/gtk
vulkan: Fix mask shader to premultiply color
The inColor wasn't premultiplied, so the resulting colors were wrong with translucent borders.
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@ -12,5 +12,5 @@ layout(location = 0) out vec4 color;
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void main()
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{
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color = clip (inPos, vec4(inColor.rgb, texture(inTexture, inTexCoord).a));
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color = clip (inPos, vec4(inColor.rgb * inColor.a, inColor.a) * texture(inTexture, inTexCoord).a);
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}
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