diff --git a/src/renderer/Metal.zig b/src/renderer/Metal.zig index 21cd621d2..6ee3ce433 100644 --- a/src/renderer/Metal.zig +++ b/src/renderer/Metal.zig @@ -2958,7 +2958,7 @@ fn rebuildCells( const bg_alpha: u8 = bg_alpha: { const default: u8 = 255; - if (self.current_background_image == null and self.config.background_opacity >= 1) break :bg_alpha default; + if (self.config.background_opacity >= 1) break :bg_alpha default; // Cells that are selected should be fully opaque. if (selected) break :bg_alpha default; @@ -2971,11 +2971,6 @@ fn rebuildCells( break :bg_alpha default; } - // If we have a background image, use the configured background image opacity. - if (self.current_background_image != null) { - break :bg_alpha @intFromFloat(@round((1 - self.config.background_image_opacity) * 255.0)); - } - // Otherwise, we use the configured background opacity. break :bg_alpha @intFromFloat(@round(self.config.background_opacity * 255.0)); }; diff --git a/src/renderer/shaders/cell.metal b/src/renderer/shaders/cell.metal index 06f61cff0..a99e6cf28 100644 --- a/src/renderer/shaders/cell.metal +++ b/src/renderer/shaders/cell.metal @@ -239,14 +239,9 @@ vertex CellBgVertexOut cell_bg_vertex( position.zw = 1.0; out.position = position; - uchar4 bg_color = uniforms.bg_color; - if (uniforms.has_bg_image) { - bg_color.a = uchar((1.0f - uniforms.bg_image_opacity) * 255); - } - // Convert the background color to Display P3 out.bg_color = load_color( - bg_color, + uniforms.bg_color, uniforms.use_display_p3, uniforms.use_linear_blending );