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author | Emmanuel Gil Peyrot <emmanuel.peyrot@collabora.com> | 2016-01-27 20:21:21 +0000 |
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committer | Tomaž Vajngerl <tomaz.vajngerl@collabora.com> | 2016-02-02 10:23:17 +0100 |
commit | 8b65dec8e0fdfc8564597e90aff91b971e23f7ce (patch) | |
tree | 9831e3303a1b9e99fb92a2739fccf4ef5471cd96 | |
parent | 98c343604dcf718b3c8ee3e38da1a50c7a0199a2 (diff) |
slideshow: Make sure the slide is fully opaque in Honeycomb
On Windows, the text is rendered with 0 of alpha, which is an issue in
this transition as it enables GL_BLEND.
Change-Id: I45fe32ccf77854e758eddc33f300791d4cdd6904
-rw-r--r-- | slideshow/opengl/honeycombFragmentShader.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/slideshow/opengl/honeycombFragmentShader.glsl b/slideshow/opengl/honeycombFragmentShader.glsl index 325e39348581..7e529517915f 100644 --- a/slideshow/opengl/honeycombFragmentShader.glsl +++ b/slideshow/opengl/honeycombFragmentShader.glsl @@ -26,7 +26,7 @@ bool isBorder(vec2 point) void main() { - vec4 fragment = texture2D(slideTexture, texturePosition); + vec4 fragment = vec4(texture2D(slideTexture, texturePosition).rgb, 1.0); vec3 lightVector = vec3(0.0, 0.0, 1.0); float light = max(dot(lightVector, normal), 0.0); if (hexagonSize > 1.0) { |