no need to compile a shader for multiplying alpha
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@@ -367,11 +367,11 @@ GLuint compose_sequence(ComposeSequenceParams ¶ms) {
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if (!c->media()->to_footage()->alpha_is_premultiplied) {
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// alpha is not premultiplied, we'll need to multiply it for the rest of the pipeline
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params.premultiply_program->bind();
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params.ctx->functions()->glBlendFuncSeparate(GL_SRC_ALPHA, GL_ZERO, GL_ONE, GL_ZERO);
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textureID = draw_clip(c->fbo[0], textureID, true);
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params.premultiply_program->release();
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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fbo_switcher = true;
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}
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