🔧 Convert window texture alpha from premultiplied to straight

This commit is contained in:
Simon Schneegans
2022-05-11 04:59:58 +02:00
parent 478ba77288
commit d224d14db1
11 changed files with 83 additions and 23 deletions
+9 -2
View File
@@ -290,7 +290,7 @@ if (utils.isInShellProcess()) {
freeShaders.push(this);
}
// This is called by the constructor. This is means it's only called when the effect
// This is called by the constructor. This means, it's only called when the effect
// is used for the first time.
vfunc_build_pipeline() {
@@ -395,8 +395,15 @@ if (utils.isInShellProcess()) {
// Map noise value to color.
vec4 fire = getFireColor(noise);
// Get the window texture and fade it according to the effect mask.
// Get the window texture.
cogl_color_out = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (cogl_color_out.a > 0) {
cogl_color_out.rgb /= cogl_color_out.a;
}
// Fade the window according to the effect mask.
cogl_color_out.a *= effectMask.x;
// Add the fire to the window.