🔧 Convert window texture alpha from premultiplied to straight
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+9
-2
@@ -194,7 +194,7 @@ if (utils.isInShellProcess()) {
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freeShaders.push(this);
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}
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// This is called by the constructor. This is means it's only called when the effect
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// This is called by the constructor. This means, it's only called when the effect
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// is used for the first time. The technique for this effect was inspired by
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// https://www.shadertoy.com/view/ldccW4, however the implementation is quite
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// different as the letters drop only once and there is no need for a noise texture.
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@@ -274,8 +274,15 @@ if (utils.isInShellProcess()) {
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vec2 rainMask = getRain(coords);
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float textMask = getText(coords);
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// Get the window texture and fade it according to the effect mask.
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// Get the window texture.
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cogl_color_out = texture2D(uTexture, coords);
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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if (cogl_color_out.a > 0) {
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cogl_color_out.rgb /= cogl_color_out.a;
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}
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// Fade the window according to the effect mask.
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cogl_color_out.a *= rainMask.y;
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// This is used to fade out the remaining trails in the end.
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