gl renderer: Use premultiply() in inset shadow shader`

This commit is contained in:
Timm Bäder 2020-09-30 06:00:50 +02:00 committed by Matthias Clasen
parent 0dc0b03d6f
commit a0bb248bb3

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@ -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));