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	gles2: pre-multiply alpha and fix blending function
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					 2 changed files with 4 additions and 7 deletions
				
			
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			@ -42,7 +42,7 @@ static void gles2_begin(struct wlr_renderer *wlr_renderer, uint32_t width,
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	// enable transparency
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	glEnable(GL_BLEND);
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	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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	glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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	// XXX: maybe we should save output projection and remove some of the need
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	// for users to sling matricies themselves
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			@ -63,8 +63,7 @@ const GLchar tex_fragment_src_rgba[] =
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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"	gl_FragColor.rgb = texture2D(tex, v_texcoord).rgb;\n"
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"	gl_FragColor.a = alpha * texture2D(tex, v_texcoord).a;\n"
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"	gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_rgbx[] =
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			@ -74,8 +73,7 @@ const GLchar tex_fragment_src_rgbx[] =
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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"	gl_FragColor.rgb = texture2D(tex, v_texcoord).rgb;\n"
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"	gl_FragColor.a = alpha;\n"
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"	gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_external[] =
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			@ -86,6 +84,5 @@ const GLchar tex_fragment_src_external[] =
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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"	vec4 col = texture2D(texture0, v_texcoord);\n"
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"	gl_FragColor = vec4(col.rgb, col.a * alpha);\n"
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"	gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
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"}\n";
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