weston_surface_draw(struct weston_surface *es, struct weston_output *output,
pixman_region32_t *damage)
{
+ GLfloat surface_rect[4] = { 0.0, 1.0, 0.0, 1.0 };
struct weston_compositor *ec = es->compositor;
GLfloat *v;
pixman_region32_t repaint;
goto out;
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- if (es->blend)
+ if (es->blend || es->alpha < 1.0)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
glUniform1f(es->shader->saturation_uniform, es->saturation);
glUniform1f(es->shader->texwidth_uniform,
(GLfloat)es->geometry.width / es->pitch);
- glUniform4fv(es->shader->opaque_uniform, 1, es->opaque_rect);
+ if (es->blend)
+ glUniform4fv(es->shader->opaque_uniform, 1, es->opaque_rect);
+ else
+ glUniform4fv(es->shader->opaque_uniform, 1, surface_rect);
if (es->transform.enabled || output->zoom.active)
filter = GL_LINEAR;
shader->brightness_uniform = glGetUniformLocation(shader->program, "bright");
shader->saturation_uniform = glGetUniformLocation(shader->program, "saturation");
shader->color_uniform = glGetUniformLocation(shader->program, "color");
- shader->texwidth_uniform = glGetUniformLocation(shader->program,
- "texwidth");
- shader->opaque_uniform =
- glGetUniformLocation(shader->program, "opaque");
+ shader->texwidth_uniform = glGetUniformLocation(shader->program, "texwidth");
+ shader->opaque_uniform = glGetUniformLocation(shader->program, "opaque");
return 0;
}