Webgl / clarify premultiplied alpha handling
By default, alpha premultiplying should be done by the initial rendering (eg quads) and not the final post processing pass. The default post processing pass expects premultiplied color values and will not do this operation itself.
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@@ -110,8 +110,7 @@ const FRAGMENT_SHADER = `
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*
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* The following uniform is used for the main texture: `u_texture`.
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*
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* Please note that the main shader output should have premultiplied alpha, otherwise the colors will be blended
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* additively.
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* Please note that the main shader output should have premultiplied alpha, otherwise visual anomalies may occur.
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*
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* Points are rendered as quads with the following structure:
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*
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