mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 22:13:40 +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.
11 lines
121 B
GLSL
11 lines
121 B
GLSL
#version 300 es
|
|
|
|
out highp vec4 color;
|
|
|
|
uniform sampler2D sampler1;
|
|
|
|
void main()
|
|
{
|
|
color = vec4(1.0, 1.0, 1.0, 1.0);
|
|
}
|