}
if (t->shadow_offset_x || t->shadow_offset_y) {
- c.color.red = t->shadow_color->r | t->shadow_color->r << 8;
- c.color.green = t->shadow_color->g | t->shadow_color->g << 8;
- c.color.blue = t->shadow_color->b | t->shadow_color->b << 8;
+ /* From nvidia's readme (chapter 23):
+
+ When rendering to a 32-bit window, keep in mind that the X RENDER
+ extension, used by most composite managers, expects "premultiplied
+ alpha" colors. This means that if your color has components (r,g,b)
+ and alpha value a, then you must render (a*r, a*g, a*b, a) into the
+ target window.
+ */
+ c.color.red = (t->shadow_color->r | t->shadow_color->r << 8) *
+ t->shadow_alpha / 255;
+ c.color.green = (t->shadow_color->g | t->shadow_color->g << 8) *
+ t->shadow_alpha / 255;
+ c.color.blue = (t->shadow_color->b | t->shadow_color->b << 8) *
+ t->shadow_alpha / 255;
c.color.alpha = 0xffff * t->shadow_alpha / 255;
c.pixel = t->shadow_color->pixel;