=== modified file 'data/shaders/desktop-blur.frag'
@@ -8,6 +8,6 @@
$CONVOLUTION$
- gl_FragColor = result;
+ gl_FragColor = vec4(result.xyz, 1.0);
}
=== modified file 'data/shaders/effect-2d-convolution.frag'
@@ -7,6 +7,6 @@
$CONVOLUTION$
- gl_FragColor = result;
+ gl_FragColor = vec4(result.xyz, 1.0);
}
=== modified file 'data/shaders/light-advanced.frag'
@@ -29,5 +29,5 @@
pow(max(dot(N,H), 0.0), MaterialShininess);
// Calculate the final color
- gl_FragColor = ambient + specular + diffuse;
+ gl_FragColor = vec4((ambient + specular + diffuse).xyz, 1.0);
}
=== modified file 'data/shaders/light-basic.vert'
@@ -19,7 +19,7 @@
// Multiply the diffuse value by the vertex color (which is fixed in this case)
// to get the actual color that we will use to draw this vertex with
float diffuse = max(dot(N, L), 0.0);
- Color = diffuse * MaterialDiffuse;
+ Color = vec4(diffuse * MaterialDiffuse.rgb, MaterialDiffuse.a);
// Set the texture coordinates as a varying
TextureCoord = texcoord;
=== modified file 'src/canvas-x11.cpp'
@@ -87,7 +87,7 @@
void
CanvasX11::clear()
{
- glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
#if USE_GL
glClearDepth(1.0f);
#elif USE_GLESv2
=== modified file 'src/scene-desktop.cpp'
@@ -494,7 +494,12 @@
*/
if (draw_contents_) {
glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ /*
+ * Blend the colors normally, but don't change the
+ * destination alpha value.
+ */
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
+ GL_ZERO, GL_ONE);
window_contents_.position(position());
window_contents_.render_to(target);
glDisable(GL_BLEND);
@@ -658,7 +663,12 @@
virtual void render_to(RenderObject& target)
{
glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ /*
+ * Blend the colors normally, but don't change the
+ * destination alpha value.
+ */
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
+ GL_ZERO, GL_ONE);
/* Bottom shadow */
shadow_h_.rotation(0.0);
=== modified file 'src/scene-pulsar.cpp'
@@ -79,7 +79,8 @@
glDisable(GL_CULL_FACE);
// Enable alpha blending
glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ // Blend the colors normally, but don't change the destination alpha value.
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
// Create a rotation for each quad.
numQuads_ = Util::fromString<int>(options_["quads"].value);