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authorVasily Khoruzhick <vasily.khoruzhick@gmail.com>2022-06-08 02:02:57 -0700
committerGitHub <noreply@github.com>2022-06-08 12:02:57 +0300
commit6dc670cde0c136e28c71d4ebe67c5c8bb9df65b1 (patch)
tree31ca11c0e1784d6f608286d7f883406231b74068 /alacritty/res/rect.f.glsl
parent29b1ff59e29cccd69bee349ca6937082dee718f6 (diff)
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Support dual source blending in GLES2 renderer
GLES2 has GL_EXT_blend_func_extended extension that enables dual-source blending, so essentially we can reuse fragment shader from GLSL3 renderer and do 1 rendering pass instead of 3 for the text. Co-authored-by: Kirill Chibisov <contact@kchibisov.com> Co-authored-by: Christian Duerr <contact@christianduerr.com>
Diffstat (limited to 'alacritty/res/rect.f.glsl')
-rw-r--r--alacritty/res/rect.f.glsl1
1 files changed, 0 insertions, 1 deletions
diff --git a/alacritty/res/rect.f.glsl b/alacritty/res/rect.f.glsl
index 4e8fdd01..d29c8b28 100644
--- a/alacritty/res/rect.f.glsl
+++ b/alacritty/res/rect.f.glsl
@@ -7,7 +7,6 @@ varying color_t color;
#else
#define float_t float
-#define int_t int
#define color_t vec4
out vec4 FragColor;