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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