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Home/ Questions/Q 9268143
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Editorial Team
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Editorial Team
Asked: June 18, 20262026-06-18T14:44:04+00:00 2026-06-18T14:44:04+00:00

Here is the fragment of fragment shader code (I need make blending in the

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Here is the fragment of fragment shader code (I need make blending in the shader):

float a = texture2D(tMask, texCoords).x; // opacity of current pixel from mask texture.
if ( a == 0.0)
    discard;
else {
    vec4 dst_clr = texture2D(tBkgText, posCoords); // color of current pixel in current framebuffer.
    vec4 src_clr = vec4(vColor.rgb, sOpacity);
    gl_FragColor = src_clr * a + dst_clr * (1.0 - a);
}

Here are the blending function and equation:

glBlendFunc(GL_ONE, GL_ZERO);
glBlendEquation(GL_FUNC_ADD);

And here are results on device (left) and on simulator (right):

on device
on simulator

How to make so that it works like on an emulator?

UPDATE:

I’ve removed discard:

float a = texture2D(tMask, texCoords).x; // opacity of current pixel from mask texture.
vec4 dst_clr = texture2D(tBkgText, posCoords); // color of current pixel in current framebuffer.
vec4 src_clr = vec4(vColor.rgb, sOpacity);
gl_FragColor = src_clr * a + dst_clr * (1.0 - a);

Now result on the device looks like:

on device without "discard"

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-18T14:44:05+00:00Added an answer on June 18, 2026 at 2:44 pm

    I resolved this problem with adding glFlush after glDrawArrays. The problem was that the texture was not updated when the drawing occurs in its associated framebuffer.

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