@@ -381,7 +381,7 @@ ColorInfo GetMaskedColorInfo(VS_OUT In) {
381381 maskUv.y = 1.0f + maskUv.y;
382382 float4 clipMask = (1.0f - maskTexture.Sample (mainSampler, maskUv)) * channelFlag;
383383 float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
384- color.source = color.source * maskVal;
384+ color.source = float4 ( color.source.rgb, color.source.a * maskVal) ;
385385 color.destination = ConvertPremultipliedToStraight (blendTexture.Sample (mainSampler, In.blendUv));
386386 return color;
387387}
@@ -397,7 +397,7 @@ ColorInfo GetMaskedInvertedColorInfo(VS_OUT In) {
397397 maskUv.y = 1.0f + maskUv.y;
398398 float4 clipMask = (1.0f - maskTexture.Sample (mainSampler, maskUv)) * channelFlag;
399399 float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
400- color.source = color.source * (1.0f - maskVal);
400+ color.source = float4 ( color.source.rgb, color.source.a * (1.0f - maskVal) );
401401 color.destination = ConvertPremultipliedToStraight (blendTexture.Sample (mainSampler, In.blendUv));
402402 return color;
403403}
@@ -413,7 +413,7 @@ ColorInfo GetMaskedPremultColorInfo(VS_OUT In) {
413413 maskUv.y = 1.0f + maskUv.y;
414414 float4 clipMask = (1.0f - maskTexture.Sample (mainSampler, maskUv)) * channelFlag;
415415 float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
416- color.source = color.source * maskVal;
416+ color.source = float4 ( color.source.rgb, color.source.a * maskVal) ;
417417 color.destination = ConvertPremultipliedToStraight (blendTexture.Sample (mainSampler, In.blendUv));
418418 return color;
419419}
@@ -429,7 +429,7 @@ ColorInfo GetMaskedInvertedPremultColorInfo(VS_OUT In) {
429429 maskUv.y = 1.0f + maskUv.y;
430430 float4 clipMask = (1.0f - maskTexture.Sample (mainSampler, maskUv)) * channelFlag;
431431 float maskVal = clipMask.r + clipMask.g + clipMask.b + clipMask.a;
432- color.source = color.source * (1.0f - maskVal);
432+ color.source = float4 ( color.source.rgb, color.source.a * (1.0f - maskVal) );
433433 color.destination = ConvertPremultipliedToStraight (blendTexture.Sample (mainSampler, In.blendUv));
434434 return color;
435435}
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