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Fixed an issue where the shader postprocessing function did not set the shader premultiplied flag.
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@ -548,7 +548,7 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders,
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vertices->opacity = parameters.opacity;
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vertices->saturation = parameters.saturation;
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vertices->dimming = parameters.dimming;
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vertices->shaderFlags = ShaderFlags::POST_PROCESSING;
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vertices->shaderFlags = ShaderFlags::POST_PROCESSING | ShaderFlags::PREMULTIPLIED;
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if (shaders & Shader::CORE)
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shaderList.push_back(Shader::CORE);
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