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Fix issue with text blend mode
The source alpha was being multiplied by itself, making text look thinner than it should. Now we just take the max alpha.
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+2
-1
@@ -1002,7 +1002,8 @@ void gfx_draw_glyph(Texture *dst, float dx, int dy, Texture *glyph, SDL_Color co
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fill_data.threshold = 0.001;
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run_copy_shader(&fill_amap_under_border_shader.s, dst, dst, &fill_data);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX);
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struct copy_data data = STRETCH_DATA(
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dx, dy, glyph->w * scale_x, glyph->h,
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