Fixed an issue where the shader postprocessing function did not set the shader premultiplied flag.

This commit is contained in:
Leon Styhre 2022-12-12 20:42:54 +01:00
parent 1517826b23
commit 46a1e28aa2

View file

@ -548,7 +548,7 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
vertices->opacity = parameters.opacity;
vertices->saturation = parameters.saturation;
vertices->dimming = parameters.dimming;
vertices->shaderFlags = ShaderFlags::POST_PROCESSING;
vertices->shaderFlags = ShaderFlags::POST_PROCESSING | ShaderFlags::PREMULTIPLIED;
if (shaders & Shader::CORE)
shaderList.push_back(Shader::CORE);