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>
This commit is contained in:
bors[bot] 2021-10-21 22:36:09 +00:00 committed by GitHub
commit 1c1e852080
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@ -30,5 +30,8 @@ void main()
float RealAlpha = (textOutlineFrag.a + textColor.a);
// simply add the color we will loose through blending
FragClr = vec4(finalFragColor / RealAlpha, RealAlpha);
if(RealAlpha > 0.0)
FragClr = vec4(finalFragColor / RealAlpha, RealAlpha);
else
FragClr = vec4(0.0, 0.0, 0.0, 0.0);
}