Use 1e-4 rather than 1e-5 as "nonZeroAlpha" in various shader code.
1e-5 may be zero in fp16.
Bug: skia:9099
Change-Id: I28a518f5cf1aa7926f7422625c0f14ed1a082809
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/218558
Commit-Queue: Brian Salomon <bsalomon@google.com>
Auto-Submit: Brian Salomon <bsalomon@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
diff --git a/src/gpu/effects/GrSRGBEffect.cpp b/src/gpu/effects/GrSRGBEffect.cpp
index 9443a05..b7e27a6 100644
--- a/src/gpu/effects/GrSRGBEffect.cpp
+++ b/src/gpu/effects/GrSRGBEffect.cpp
@@ -47,7 +47,7 @@
// calculations to be performed with sufficient precision.
fragBuilder->codeAppendf("float4 color = %s;", args.fInputColor);
if (srgbe.alpha() == GrSRGBEffect::Alpha::kPremul) {
- fragBuilder->codeAppendf("float nonZeroAlpha = max(color.a, 0.00001);");
+ fragBuilder->codeAppendf("float nonZeroAlpha = max(color.a, 0.0001);");
fragBuilder->codeAppendf("color = float4(color.rgb / nonZeroAlpha, color.a);");
}
fragBuilder->codeAppendf("color = float4(%s(half(color.r)), %s(half(color.g)), "