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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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@@ -2,15 +2,11 @@
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layout(location = 0) in vec3 vertexPosition_modelspace;
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uniform vec2 scale;
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out highp float a;
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uniform float scale;
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void main()
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{
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gl_Position.xyz = vertexPosition_modelspace;
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gl_Position.y *= scale.y;
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gl_Position.y *= scale;
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gl_Position.w = 1.0;
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a = scale.x;
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}
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