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Merge pull request #2849 from iiSaLMaN/fix-blending-potentially-dividing-by-zero
Fix blending method potentially dividing by zero
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@@ -33,6 +33,10 @@ lowp vec4 toSRGB(lowp vec4 colour)
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lowp vec4 blend(lowp vec4 src, lowp vec4 dst)
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{
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lowp float finalAlpha = src.a + dst.a * (1.0 - src.a);
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if (finalAlpha == 0.0)
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return vec4(0);
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return vec4(
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(src.rgb * src.a + dst.rgb * dst.a * (1.0 - src.a)) / finalAlpha,
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finalAlpha
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