We also need to apply the blend paramaters to the alpha channel otherwise
the output of the blend will appear black at low alpha values (< 0.2).
gl->EnableVertexAttribArray (attr_position_loc);
gl->EnableVertexAttribArray (attr_texture_loc);
- gl->BlendFuncSeparate (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE,
- GL_ZERO);
- gl->BlendEquationSeparate (GL_FUNC_ADD, GL_FUNC_ADD);
+ gl->BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ gl->BlendEquation (GL_FUNC_ADD);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, in_tex);