Working on an enhancement of one of my shaders, and I found out, that, when image_alpha is set, the shader renders the original sprite texture almost transparent, like with a 0.5 image_alpha, it seems, 0.5 * 0.5 * 0.5 gets applied or so...
Anything I should know about image alpha and shaders?
I send the image_alpha down to the shader through a uniform, together with the sprite texture but I can't get it to work...
I get the next pixel from the sprite's texture through
vec4 spriteSample = texture2D(u_sSpriteSurface, v_vSurfaceUV);
and when I simply set
gl_FragColor = spriteSample;
the shader already renders the thing almost fully transparent, like I said, as if a 0.5 alpha gets applied multiple times.
What do I miss?