Hi Jeremy,

>Did you ever get your thing figured out? :


oh, yes, sorry forgot to write. Just two days ago did turn to this.

I added multiplier

gl_FragColor = (col +  (1.0 - col.a) * frag) * 1.9 * pangoAlpha;

to resolve my problems.

the overall problem was that I use several surfaces with alpha and also
render to texture before I apply result - for that reason
I get problems ( either I need, probably to control alpha with shaders or
something ), but adding this multiplier made things to look better.

>It'll be a cool example in the upcoming TextNode infrastructure...

that is a great news

Regards
Sergey
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