gl_engine: ignore masking alpha when calculate inv luma masking

This commit is contained in:
RuiwenTang 2024-10-19 10:09:44 +08:00 committed by Hermet Park
parent 269e6c4d10
commit 6427b81358

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@ -387,7 +387,6 @@ void main() {
vec4 maskColor = texture(uMaskTexture, vUV); \n
\n
float luma = (0.299 * maskColor.r + 0.587 * maskColor.g + 0.114 * maskColor.b); \n
luma *= maskColor.a; \n
FragColor = srcColor * (1.0 - luma); \n
} \n
);