| Index: ui/gfx/render_text.cc
|
| diff --git a/ui/gfx/render_text.cc b/ui/gfx/render_text.cc
|
| index e6e7398cafff6187c393c7752ec90282ae0e69a4..cbe4a5a86ffe20d5f30e4f9260054b48a9fd83bc 100644
|
| --- a/ui/gfx/render_text.cc
|
| +++ b/ui/gfx/render_text.cc
|
| @@ -144,6 +144,10 @@ skia::RefPtr<SkShader> CreateFadeShader(const FontList& font_list,
|
| const Rect& left_part,
|
| const Rect& right_part,
|
| SkColor color) {
|
| + // The shader should only specify transparency of the fade itself, not the
|
| + // original transparency, which will be applied by the actual renderer.
|
| + DCHECK_EQ(SkColorGetA(color), static_cast<uint8_t>(0xff));
|
| +
|
| // In general, fade down to 0 alpha. But when the available width is less
|
| // than four characters, linearly ramp up the fade target alpha to as high as
|
| // 20% at zero width. This allows the user to see the last faded characters a
|
| @@ -1233,7 +1237,7 @@ void RenderText::ApplyFadeEffects(internal::SkiaTextRenderer* renderer) {
|
| // TODO(msw): Use the actual text colors corresponding to each faded part.
|
| skia::RefPtr<SkShader> shader =
|
| CreateFadeShader(font_list(), text_rect, left_part, right_part,
|
| - colors_.breaks().front().second);
|
| + SkColorSetA(colors_.breaks().front().second, 0xff));
|
| if (shader)
|
| renderer->SetShader(shader.get());
|
| }
|
|
|