math: ensure alpha remains in 0.0-1.0 range
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@@ -105,7 +105,9 @@ ShaderCode MathNodeBase::GetShaderCodeInternal(const QString &shader_id, const Q
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"varying vec2 ove_texcoord;\n"
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"\n"
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"void main(void) {\n"
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" gl_FragColor = %5;\n"
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" vec4 c = %5;\n"
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" c.a = clamp(c.a, 0.0, 1.0);\n" // Ensure alpha is 1.0
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" gl_FragColor = c;\n"
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"}\n").arg(GetShaderUniformType(type_a),
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GetShaderUniformType(type_b),
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param_a_in,
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