textureColor = mix(textureColor, vec4(borderlineColor.xyz, 0.0), smoothstep(MinTexturelinePotential, MaxTexturelinePotential, potential));
}
borderlineOpacity *= borderlineColor.a;
+ return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity);
}
- return mix(textureColor, vec4(borderlineColor.xyz, 1.0), borderlineOpacity);
+ return mix(textureColor, borderlineColor, borderlineOpacity);
}
#endif
void main()
{
- lowp vec4 targetColor = vec4(mixColor, 1.0) * uColor;
+ lowp vec4 targetColor = vec4(mixColor, 1.0);
#if IS_REQUIRED_BLUR || IS_REQUIRED_ROUNDED_CORNER || IS_REQUIRED_BORDERLINE
// skip most potential calculate for performance
if(abs(vPosition.x) < vOptRectSize.x && abs(vPosition.y) < vOptRectSize.y)
{
- OUT_COLOR = targetColor;
+ OUT_COLOR = targetColor * uColor;
return;
}
PreprocessPotential();
#if !IS_REQUIRED_BLUR && IS_REQUIRED_BORDERLINE
targetColor = convertBorderlineColor(targetColor);
#endif
- OUT_COLOR = targetColor;
+ OUT_COLOR = targetColor * uColor;
#if IS_REQUIRED_BLUR
mediump float opacity = calculateBlurOpacity();