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8559b354ae
We ask for 32-bit colour buffer when creating the EGL context. On Wayland, this sometimes give contexts with alpha channels, resulting in unwanted transparency. So we clear the alpha channel in the desktop shader. We also switch to using constant alpha for blending the splash, which avoids more alpha issues.
12 lines
237 B
GLSL
12 lines
237 B
GLSL
#version 300 es
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in highp vec3 pos;
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out highp vec4 color;
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uniform sampler2D sampler1;
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void main()
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{
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highp float d = 1.0 - sqrt(pos.x * pos.x + pos.y * pos.y) / 2.0;
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color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, 1);
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}
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