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Desktop: Fix node graph grid dot transparency (#4504)
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@@ -52,13 +52,12 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return srgb_to_linear(immediates.background_color);
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}
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let ui_linear = srgb_to_linear(textureSample(t_ui, s_diffuse, ui_coordinate));
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if (ui_linear.a >= 0.999) {
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return ui_linear;
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let ui_sample = textureSample(t_ui, s_diffuse, ui_coordinate);
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if (ui_sample.a >= 0.999) {
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return srgb_to_linear(ui_sample);
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}
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// UI texture is premultiplied, we need to unpremultiply before blending
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let ui_srgb = linear_to_srgb(unpremultiply(ui_linear));
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let ui_srgb = unpremultiply(ui_sample);
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let viewport_coordinate = (in.tex_coords - immediates.viewport_offset) * immediates.viewport_scale;
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if (viewport_coordinate.x < 0.0 || viewport_coordinate.x > 1.0 ||
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@@ -895,10 +895,9 @@
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height: 100%;
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background-size: var(--grid-spacing) var(--grid-spacing);
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background-position: calc(var(--grid-offset-x) - var(--grid-dot-radius)) calc(var(--grid-offset-y) - var(--grid-dot-radius));
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background-image: radial-gradient(circle at var(--grid-dot-radius) var(--grid-dot-radius), var(--color-3-darkgray) var(--grid-dot-radius), transparent 0);
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background-image: radial-gradient(circle at var(--grid-dot-radius) var(--grid-dot-radius), rgb(from var(--color-f-white) r g b / 0.2) var(--grid-dot-radius), transparent 0);
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background-repeat: repeat;
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image-rendering: pixelated;
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mix-blend-mode: screen;
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}
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}
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