mirror of
https://github.com/gnif/LookingGlass.git
synced 2025-08-09 20:24:14 +00:00
[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.
This commit is contained in:
@@ -2,8 +2,6 @@
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
|
||||
uniform float alpha;
|
||||
|
||||
out highp vec3 pos;
|
||||
out highp float a;
|
||||
|
||||
@@ -13,5 +11,4 @@ void main()
|
||||
gl_Position.w = 1.0;
|
||||
|
||||
pos = vertexPosition_modelspace;
|
||||
a = alpha;
|
||||
}
|
||||
|
Reference in New Issue
Block a user