GAL: Handle text opacity in OpenGL
Vertex alpha was being dropped in the font shader
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@ -388,7 +388,7 @@ void main()
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#endif
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// use the derivative for zoom-adaptive filtering
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float alpha = smoothstep( 0.5 - derivative, 0.5 + derivative, dist );
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float alpha = smoothstep( 0.5 - derivative, 0.5 + derivative, dist ) * gl_Color.a;
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gl_FragColor = vec4( gl_Color.rgb, alpha );
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}
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