forked from joejulian/gio
gpu: fix opacity layer rendering on OpenGL
Fixes: https://todo.sr.ht/~eliasnaur/gio/536 Signed-off-by: Elias Naur <mail@eliasnaur.com>
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+8
-4
@@ -58,7 +58,7 @@ type coverUniforms struct {
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uvCoverTransform [4]float32
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uvTransformR1 [4]float32
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uvTransformR2 [4]float32
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_ float32
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fbo float32
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}
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type stenciler struct {
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@@ -375,11 +375,11 @@ func (s *stenciler) stencilPath(bounds image.Rectangle, offset f32.Point, uv ima
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}
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}
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func (p *pather) cover(mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
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p.coverer.cover(mat, col, col1, col2, scale, off, uvTrans, coverScale, coverOff)
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func (p *pather) cover(mat materialType, isFBO bool, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
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p.coverer.cover(mat, isFBO, col, col1, col2, scale, off, uvTrans, coverScale, coverOff)
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}
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func (c *coverer) cover(mat materialType, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
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func (c *coverer) cover(mat materialType, isFBO bool, col f32color.RGBA, col1, col2 f32color.RGBA, scale, off f32.Point, uvTrans f32.Affine2D, coverScale, coverOff f32.Point) {
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var uniforms *coverUniforms
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switch mat {
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case materialColor:
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@@ -399,6 +399,10 @@ func (c *coverer) cover(mat materialType, col f32color.RGBA, col1, col2 f32color
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c.texUniforms.uvTransformR2 = [4]float32{t4, t5, t6, 0}
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uniforms = &c.texUniforms.coverUniforms
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}
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uniforms.fbo = 0
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if isFBO {
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uniforms.fbo = 1
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}
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uniforms.transform = [4]float32{scale.X, scale.Y, off.X, off.Y}
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uniforms.uvCoverTransform = [4]float32{coverScale.X, coverScale.Y, coverOff.X, coverOff.Y}
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c.pipelines[mat].UploadUniforms(c.ctx)
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