mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-24 06:23:40 +00:00
8559b354ae
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.
15 lines
240 B
GLSL
15 lines
240 B
GLSL
#version 300 es
|
|
|
|
layout(location = 0) in vec3 vertexPosition_modelspace;
|
|
|
|
out highp vec3 pos;
|
|
out highp float a;
|
|
|
|
void main()
|
|
{
|
|
gl_Position.xyz = vertexPosition_modelspace;
|
|
gl_Position.w = 1.0;
|
|
|
|
pos = vertexPosition_modelspace;
|
|
}
|