added temporary workaround for opacity issues

This commit is contained in:
itsmattkc
2019-01-31 03:12:25 +11:00
parent 13b4c22ea8
commit 3b38d1875f
2 changed files with 3 additions and 5 deletions
+1 -1
View File
@@ -200,7 +200,7 @@ void main(void) {
vec4 full_composite = vec4(composite + bg_color.rgb*(1.0-alpha_opac), bg_color.a + fg_color.a);
// vec4 full_composite = vec4(mix(bg_color.rgb, composite, alpha_opac), bg_color.a + alpha_opac);
// full_composite = mix(bg_color, full_composite, alpha_opac);
full_composite = mix(bg_color, full_composite, alpha_opac);
// output to color
gl_FragColor = full_composite;
+2 -4
View File
@@ -8,11 +8,9 @@ CrossDissolveTransition::CrossDissolveTransition(Clip* c, Clip* s, const EffectM
// add_row("Smooth")->add_field(EFFECT_FIELD_BOOL, "smooth");
}
void CrossDissolveTransition::process_coords(double progress, GLTextureCoords&, int data) {
void CrossDissolveTransition::process_coords(double progress, GLTextureCoords& coords, int data) {
if (!(data == TA_CLOSING_TRANSITION && secondary_clip != nullptr)) {
float color[4];
glGetFloatv(GL_CURRENT_COLOR, color);
if (data == TA_CLOSING_TRANSITION) progress = 1.0 - progress;
glColor4f(1.0, 1.0, 1.0, color[3]*progress);
coords.opacity *= progress;
}
}