# Enable blending
gl.capabilities.blend.enable
- glBlendFunc(gl_SRC_ALPHA, gl_ONE_MINUS_SRC_ALPHA)
+ glBlendFunc(gl_ONE, gl_ONE_MINUS_SRC_ALPHA)
# Enable depth test
gl.capabilities.depth_test.enable
}
gl_Position = (vec4(c * scale, 1.0) * rotation() + translation)* mvp;
- v_color = color;
+ v_color = vec4(color.rgb*color.a, color.a);
}
""" @ glsl_vertex_shader