added temporary workaround for opacity issues
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@@ -200,7 +200,7 @@ void main(void) {
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vec4 full_composite = vec4(composite + bg_color.rgb*(1.0-alpha_opac), bg_color.a + fg_color.a);
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// vec4 full_composite = vec4(mix(bg_color.rgb, composite, alpha_opac), bg_color.a + alpha_opac);
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// full_composite = mix(bg_color, full_composite, alpha_opac);
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full_composite = mix(bg_color, full_composite, alpha_opac);
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// output to color
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gl_FragColor = full_composite;
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@@ -8,11 +8,9 @@ CrossDissolveTransition::CrossDissolveTransition(Clip* c, Clip* s, const EffectM
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// add_row("Smooth")->add_field(EFFECT_FIELD_BOOL, "smooth");
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}
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void CrossDissolveTransition::process_coords(double progress, GLTextureCoords&, int data) {
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void CrossDissolveTransition::process_coords(double progress, GLTextureCoords& coords, int data) {
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if (!(data == TA_CLOSING_TRANSITION && secondary_clip != nullptr)) {
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float color[4];
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glGetFloatv(GL_CURRENT_COLOR, color);
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if (data == TA_CLOSING_TRANSITION) progress = 1.0 - progress;
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glColor4f(1.0, 1.0, 1.0, color[3]*progress);
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coords.opacity *= progress;
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}
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}
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