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authorJean-Philippe Andre <jp.andre@samsung.com>2016-01-20 17:28:49 +0900
committerJean-Philippe Andre <jp.andre@samsung.com>2016-01-20 17:37:51 +0900
commitbee4e5f47692b2c32f5e071b57651e298bb78516 (patch)
treea810b1123a0bb1dded5e6b728fc3ae95053b0e04 /src/modules/evas/engines/gl_common/shader/fragment.glsl
parent448720fed4da252fa5eefa02ae37c79c5fb63499 (diff)
Evas: Actually fix this 'afill' thing
This mostly reverts 448720fed4da252fa5eefa02ae37c79c5fb63499 After my previous patch, semi-transparent windows would render incorrectly in E. The AFILL flag should make sure the source texture is "opaque" (ie. if it's not marked as having an alpha channel), and masking or color multiply should then be applied later on. Sorry for the mess...
Diffstat (limited to '')
-rw-r--r--src/modules/evas/engines/gl_common/shader/fragment.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/modules/evas/engines/gl_common/shader/fragment.glsl b/src/modules/evas/engines/gl_common/shader/fragment.glsl
index baa22e3350..b534961300 100644
--- a/src/modules/evas/engines/gl_common/shader/fragment.glsl
+++ b/src/modules/evas/engines/gl_common/shader/fragment.glsl
@@ -148,6 +148,10 @@ void main()
148# endif 148# endif
149#endif 149#endif
150 150
151#ifdef SHD_AFILL
152 c.a = 1.0;
153#endif
154
151 gl_FragColor = 155 gl_FragColor =
152 c 156 c
153#ifndef SHD_NOMUL 157#ifndef SHD_NOMUL
@@ -160,9 +164,5 @@ void main()
160 * texture2D(texa, tex_a).r 164 * texture2D(texa, tex_a).r
161#endif 165#endif
162 ; 166 ;
163
164#ifdef SHD_AFILL
165 gl_FragColor.a = 1.0;
166#endif
167} 167}
168 168