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fix(render): premultiply glow sprite color by alpha
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1 changed files with 5 additions and 2 deletions
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@ -25,6 +25,9 @@ void main() {
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if (lum < 0.05) discard;
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}
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float edge = smoothstep(0.5, 0.4, length(p - 0.5));
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outColor = texColor * vColor * vec4(vec3(1.0), edge);
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// Soft circular falloff for point-sprite edges.
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float edge = 1.0 - smoothstep(0.4, 0.5, length(p - 0.5));
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float alpha = texColor.a * vColor.a * edge;
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vec3 rgb = texColor.rgb * vColor.rgb * alpha;
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outColor = vec4(rgb, alpha);
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}
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