fix color bleeding
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@@ -18,7 +18,6 @@ void main()
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#include "include/blend.glsl"
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uniform sampler2D tex;
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uniform sampler2D tex_alpha;
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uniform sampler2D tex_bg;
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uniform highp float alpha;
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uniform int blend_mode;
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@@ -41,7 +40,7 @@ void main()
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highp vec4 bg = texture(tex_bg, uv);
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#endif
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highp vec4 fg = vec4(texture(tex, uv).rgb, texture(tex_alpha, uv).a);
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highp vec4 fg = texture(tex, uv);
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if (fg.a == 0.0)
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{
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frag = bg;
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