Use pre-multiplied alpha when clearing windows
Apparently most systems expect this. See https://github.com/glfw/glfw/issues/1538
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@ -477,10 +477,11 @@ set_cell_uniforms(float current_inactive_text_alpha, bool force) {
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void
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blank_canvas(float background_opacity, color_type color) {
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#define C(shift) (((GLfloat)((color >> shift) & 0xFF)) / 255.0f)
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glClearColor(C(16), C(8), C(0), background_opacity);
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// See https://github.com/glfw/glfw/issues/1538 for why we use pre-multiplied alpha
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#define C(shift) ((((GLfloat)((color >> shift) & 0xFF)) / 255.0f) * background_opacity)
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glClearColor(C(16), C(8), C(0), background_opacity);
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#undef C
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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bool
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