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authorEmmanuel Gil Peyrot <emmanuel.peyrot@collabora.com>2016-01-27 20:21:21 +0000
committerTomaž Vajngerl <tomaz.vajngerl@collabora.com>2016-02-02 10:23:17 +0100
commit8b65dec8e0fdfc8564597e90aff91b971e23f7ce (patch)
tree9831e3303a1b9e99fb92a2739fccf4ef5471cd96
parent98c343604dcf718b3c8ee3e38da1a50c7a0199a2 (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.glsl2
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) {