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/glsl/GrGLSLShaderBuilder.cpp b/src/gpu/glsl/GrGLSLShaderBuilder.cpp
index 09f5d5d..a8d7812 100644
--- a/src/gpu/glsl/GrGLSLShaderBuilder.cpp
+++ b/src/gpu/glsl/GrGLSLShaderBuilder.cpp
@@ -158,7 +158,7 @@
         const GrShaderVar gColorXformArgs[] = { GrShaderVar("color", kHalf4_GrSLType) };
         SkString body;
         if (colorXformHelper->applyUnpremul()) {
-            body.append("half nonZeroAlpha = max(color.a, 0.00001);");
+            body.append("half nonZeroAlpha = max(color.a, 0.0001);");
             body.append("color = half4(color.rgb / nonZeroAlpha, nonZeroAlpha);");
         }
         if (colorXformHelper->applySrcTF()) {