gl_backend->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, gl_backend->dpy_tex, 0);
+ gl_backend->Clear(GL_COLOR_BUFFER_BIT);
+
bottom = vigs_gl_backend_composite_planes(gl_backend,
sorted_planes,
false,
gl_backend->dpy_scale_prog_texSize_loc = gl_backend->GetUniformLocation(gl_backend->dpy_scale_prog_id, "texSize");
gl_backend->dpy_scale_prog_brightness_loc = gl_backend->GetUniformLocation(gl_backend->dpy_scale_prog_id, "brightness");
+ gl_backend->ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl_backend->Disable(GL_DEPTH_TEST);
gl_backend->Disable(GL_BLEND);