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wg_engine: fixed scene blending equation and clear color rule
Issue: https://github.com/thorvg/thorvg/issues/2998
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parent
8f13920b7a
commit
07fbe56162
2 changed files with 2 additions and 2 deletions
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@ -397,7 +397,7 @@ bool WgRenderer::beginComposite(RenderCompositor* cmp, MaskMethod method, uint8_
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mRenderStorageStack.push(storage);
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mRenderStorageStack.push(storage);
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// begin newly added render pass
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// begin newly added render pass
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WGPUColor color{};
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WGPUColor color{};
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if ((method == MaskMethod::None) && (opacity != 255)) color = { 1.0, 1.0, 1.0, 0.0 };
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if ((compose->method == MaskMethod::None) && (compose->blend != BlendMethod::Normal)) color = { 1.0, 1.0, 1.0, 0.0 };
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mCompositor.beginRenderPass(mCommandEncoder, mRenderStorageStack.last(), true, color);
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mCompositor.beginRenderPass(mCommandEncoder, mRenderStorageStack.last(), true, color);
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return true;
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return true;
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}
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}
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@ -237,7 +237,7 @@ fn vs_main(in: VertexInput) -> VertexOutput {
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@fragment
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4f {
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fn fs_main(in: VertexOutput) -> @location(0) vec4f {
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let Sc = textureSample(uTextureSrc, uSamplerSrc, in.vTexCoord.xy);
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let Sc = textureSample(uTextureSrc, uSamplerSrc, in.vTexCoord.xy);
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return vec4f(Sc.rgb * Sc.a * So, Sc.a * So);
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return vec4f(Sc.rgb * So, Sc.a * So);
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};
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};
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)";
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)";
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