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[client] egl: always render desktop texture as opaque
We ask for 32-bit colour buffer when creating the EGL context. On Wayland, this sometimes give contexts with alpha channels, resulting in unwanted transparency. So we clear the alpha channel in the desktop shader. We also switch to using constant alpha for blending the splash, which avoids more alpha issues.
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@@ -1,7 +1,6 @@
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#version 300 es
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in highp vec3 pos;
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in highp float a;
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out highp vec4 color;
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uniform sampler2D sampler1;
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@@ -9,5 +8,5 @@ uniform sampler2D sampler1;
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void main()
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{
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highp float d = 1.0 - sqrt(pos.x * pos.x + pos.y * pos.y) / 2.0;
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color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, a);
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color = vec4(0.234375 * d, 0.015625f * d, 0.425781f * d, 1);
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}
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