[gtk/wip/baedert/for-master: 15/54] unblurred outset shadow shader: Use premultiply()




commit c00b019c26ddab038fed15449f6a1a0f94ceaca1
Author: Timm Bäder <mail baedert org>
Date:   Thu Oct 1 06:18:37 2020 +0200

    unblurred outset shadow shader: Use premultiply()

 gsk/resources/glsl/unblurred_outset_shadow.glsl | 4 +---
 1 file changed, 1 insertion(+), 3 deletions(-)
---
diff --git a/gsk/resources/glsl/unblurred_outset_shadow.glsl b/gsk/resources/glsl/unblurred_outset_shadow.glsl
index fe7ad742d3..f110370412 100644
--- a/gsk/resources/glsl/unblurred_outset_shadow.glsl
+++ b/gsk/resources/glsl/unblurred_outset_shadow.glsl
@@ -11,9 +11,7 @@ _OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
 void main() {
   gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
 
-  final_color = u_color;
-  final_color.rgb *= final_color.a;
-  final_color *= u_alpha;
+  final_color = gsk_premultiply(u_color) * u_alpha;
 
   GskRoundedRect inside = gsk_create_rect(u_outline_rect);
   GskRoundedRect outside = gsk_rounded_rect_shrink(inside, vec4(- u_spread));


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