Draw transparent background in WebGL renderer

Part of #2252
This commit is contained in:
Daniel Imms
2019-11-25 14:33:12 -08:00
parent bceddfbc28
commit ef05a6a053
@@ -22,13 +22,13 @@ const enum VertexAttribLocations {
const vertexShaderSource = `#version 300 es
layout (location = ${VertexAttribLocations.POSITION}) in vec2 a_position;
layout (location = ${VertexAttribLocations.SIZE}) in vec2 a_size;
layout (location = ${VertexAttribLocations.COLOR}) in vec3 a_color;
layout (location = ${VertexAttribLocations.COLOR}) in vec4 a_color;
layout (location = ${VertexAttribLocations.UNIT_QUAD}) in vec2 a_unitquad;
uniform mat4 u_projection;
uniform vec2 u_resolution;
out vec3 v_color;
out vec4 v_color;
void main() {
vec2 zeroToOne = (a_position + (a_unitquad * a_size)) / u_resolution;
@@ -39,12 +39,12 @@ void main() {
const fragmentShaderSource = `#version 300 es
precision lowp float;
in vec3 v_color;
in vec4 v_color;
out vec4 outColor;
void main() {
outColor = vec4(v_color, 1);
outColor = v_color;
}`;
interface IVertices {
@@ -155,6 +155,7 @@ export class RectangleRenderer {
private _updateCachedColors(): void {
this._bgFloat = this._colorToFloat32Array(this._colors.background);
console.log('bgFloat', this._colors.background, this._bgFloat);
this._selectionFloat = this._colorToFloat32Array(this._colors.selectionOpaque);
}