(redblobgames updated this block to use premultiplied alpha - http://apoorvaj.io/alpha-compositing-opengl-blending-and-premultiplied-alpha.html)
I can’t figure out why points with gl_FragColor = vec4(255, 255, 255, .1);
get darker and then lighter when overlaid with increasing density. (note: it should be vec4(1.0, 1.0, 1.0, 0.1) not 0-255 –redblobgames)
I’m using these blending settings:
blend: {
enable: true,
func: {
srcRGB: 'src alpha',
srcAlpha: 1,
dstRGB: 'one minus src alpha',
dstAlpha: 1
},
equation: {
rgb: 'add',
alpha: 'add'
},
color: [0, 0, 0, 0]
},
Tweaking them hasn’t fixed the problem, but I’m not sure what I’m doing…