"\n const float AvgLumB = 0.5; "\r
"\n "\r
"\n const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); "\r
- "\n bool demultiply_remultiply = con < 1.0 && color.a != 1.0; "\r
+ "\n bool demultiply_remultiply = con < 1.0; "\r
"\n "\r
- "\n if (demultiply_remultiply && color.a > 0.0) "\r
- "\n color.rgb /= color.a; "\r
+ "\n if (demultiply_remultiply) "\r
+ "\n color.rgb /= color.a + 0.0000001; "\r
"\n "\r
"\n vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); "\r
"\n vec3 brtColor = color.rgb * brt; "\r
"\n vec3 conColor = mix(AvgLumin, satColor, con); "\r
"\n "\r
"\n if (demultiply_remultiply) "\r
- "\n conColor.rgb *= color.a; "\r
+ "\n conColor.rgb *= color.a + 0.0000001; "\r
"\n "\r
"\n return conColor; "\r
"\n } "\r
"{ \n"\r
" vec4 color = texture2D(background, gl_TexCoord[0].st).bgra; \n"\r
" \n"\r
- " if (straighten_alpha && color.a > 0.0 && color.a != 1.0) \n"\r
- " color.rgb /= color.a; \n"\r
+ " if (straighten_alpha) \n"\r
+ " color.rgb /= color.a + 0.0000001; \n"\r
" \n"\r
" return color; \n"\r
"} \n"\r
" if (post_processing) \n"\r
" { \n"\r
" gl_FragColor = post_process().bgra; \n"\r
- " return; \n"\r
" } \n"\r
- " \n"\r
- " vec4 color = get_rgba_color(); \n"\r
- " color = chroma_key(color); \n"\r
- " if(levels) \n"\r
- " color.rgb = LevelsControl(color.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
- " if(csb) \n"\r
- " color.rgb = ContrastSaturationBrightness(color, brt, sat, con); \n"\r
- " if(has_local_key) \n"\r
- " color *= texture2D(local_key, gl_TexCoord[1].st).r; \n"\r
- " if(has_layer_key) \n"\r
- " color *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"\r
- " color *= opacity; \n"\r
- " color = blend(color); \n"\r
- " gl_FragColor = color.bgra; \n"\r
+ " else \n"\r
+ " { \n"\r
+ " vec4 color = get_rgba_color(); \n"\r
+ " color = chroma_key(color); \n"\r
+ " if(levels) \n"\r
+ " color.rgb = LevelsControl( \n"\r
+ " color.rgb, min_input, max_input, gamma, min_output, max_output);\n"\r
+ " if(csb) \n"\r
+ " color.rgb = ContrastSaturationBrightness(color, brt, sat, con); \n"\r
+ " if(has_local_key) \n"\r
+ " color *= texture2D(local_key, gl_TexCoord[1].st).r; \n"\r
+ " if(has_layer_key) \n"\r
+ " color *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"\r
+ " color *= opacity; \n"\r
+ " color = blend(color); \n"\r
+ " gl_FragColor = color.bgra; \n"\r
+ " } \n"\r
"} \n";\r
}\r
\r