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This replaces the slightly gnarly subpixel enabled blending in the shader with Dual Source Blending, which is a technique where the fragment shader can specify both the primary color (RGBA) as well as an additional per-channel mask that can be used to alpha blend with the destination. This enables artifact-free alpha blending when used together with a transparent window background. refs: https://github.com/wez/wezterm/issues/932 |
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examples | ||
src | ||
build.rs | ||
Cargo.toml |