fix color bleeding
This commit is contained in:
37
data/shaders/stroke-pad.glsl
Normal file
37
data/shaders/stroke-pad.glsl
Normal file
@@ -0,0 +1,37 @@
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[[vertex]]
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in vec4 pos;
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out vec2 uv;
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void main()
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{
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gl_Position = pos;
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uv = pos.xy * 0.5 + 0.5;
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}
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[[fragment]]
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#include "include/ext-fb-fetch.glsl"
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uniform sampler2D tex_bg;
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uniform mediump vec4 col;
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in highp vec2 uv;
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#if defined(GL_EXT_shader_framebuffer_fetch)
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inout highp vec4 frag;
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#else
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out highp vec4 frag;
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#endif
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void main()
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{
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// sample from the background
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#if defined(GL_EXT_shader_framebuffer_fetch)
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highp vec4 bg = frag;
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#elif defined(GL_ARM_shader_framebuffer_fetch)
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highp vec4 bg = gl_LastFragColorARM;
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#else
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highp vec4 bg = texture(tex_bg, uv);
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#endif
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frag = bg.a == 0.0 ? vec4(col.rgb, 0.0) : bg;
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}
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