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Merge #4235
4235: Make the text's color lerping safer r=def- a=Jupeyy `@vainiovano` can you test this? ## Checklist - [x] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [ ] Considered possible null pointers and out of bounds array indexing - [ ] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: Jupeyy <jupjopjap@gmail.com>
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1c1e852080
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@ -30,5 +30,8 @@ void main()
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float RealAlpha = (textOutlineFrag.a + textColor.a);
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// simply add the color we will loose through blending
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FragClr = vec4(finalFragColor / RealAlpha, RealAlpha);
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if(RealAlpha > 0.0)
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FragClr = vec4(finalFragColor / RealAlpha, RealAlpha);
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else
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FragClr = vec4(0.0, 0.0, 0.0, 0.0);
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}
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