no need to compile a shader for multiplying alpha

This commit is contained in:
itsmattkc
2019-03-10 13:44:14 +11:00
parent a834c8dc7c
commit 636cf64b3e
4 changed files with 2 additions and 25 deletions
+2 -2
View File
@@ -367,11 +367,11 @@ GLuint compose_sequence(ComposeSequenceParams &params) {
if (!c->media()->to_footage()->alpha_is_premultiplied) {
// alpha is not premultiplied, we'll need to multiply it for the rest of the pipeline
params.premultiply_program->bind();
params.ctx->functions()->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ZERO, GL_ONE, GL_ZERO);
textureID = draw_clip(c->fbo[0], textureID, true);
params.premultiply_program->release();
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
fbo_switcher = true;
}