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fix(skeleton): correct premultiplication for node circles and RGB output - #1151

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AllenInstitute:cj-skeleton-opacity-fix-2
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chrisj wants to merge 1 commit into
google:masterfrom
AllenInstitute:cj-skeleton-opacity-fix-2

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@chrisj

@chrisj chrisj commented Nov 7, 2026

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#1148 fixed emitRGBA but I ignored emitRGB and emitDefault

For this PR I fixed the issue with uColor already being premultiplied causing the segment to appear darker than it should. I didn't fix this originally because the segment color PR fixes it separately.

Premultiply node-circle RGB by the final alpha after circle coverage
is applied. Route emitRGB and emitDefault through emitRGBA so all
output helpers apply opacity consistently.

Unpremultiply the shared CPU-side segment color before uploading it
to skeleton shaders, then premultiply once at emission in perspective
views. Preserve straight-alpha output in slice views.

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