// potential is in texture range
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
mediump vec2 texCoord = vTexCoord;
#endif
- lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * uColor * vec4( mixColor, 1.0 );
+ lowp vec4 textureColor = TEXTURE( sTexture, texCoord ) * vec4( mixColor, 1.0 );
#if 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 = textureColor;
+ OUT_COLOR = textureColor * uColor;
return;
}
PreprocessPotential();
#if IS_REQUIRED_BORDERLINE
textureColor = convertBorderlineColor(textureColor);
#endif
- OUT_COLOR = textureColor;
+ OUT_COLOR = textureColor * uColor;
#if IS_REQUIRED_ROUNDED_CORNER
mediump float opacity = calculateCornerOpacity();