# Use correct color values in quad fragment shader \(\#3217\) · gitcafe/zed

[View on GitCafe](https://git.cafe/gitcafe/zed/commit/9052b48949a2547023a2527a2f6ed27030ef7273)

Repository: [gitcafe/zed](https://git.cafe/gitcafe/zed)

Visibility: public

Requested revision: 9052b48949a2547023a2527a2f6ed27030ef7273

Requested commit: 9052b48949a2547023a2527a2f6ed27030ef7273

Commit: 9052b48949a2547023a2527a2f6ed27030ef7273

Tree: b10ee75a34bcced9cb3aecfe3fe09a54a712e063

Author: Nathan Sobo

Committer: GitHub

## Message

```
Use correct color values in quad fragment shader (#3217)

Previously, when using rounded corners, the borders would get wider.
Looks like we weren't using the input color values consistently in the
fragment shader. The quad values are raw HSLA and are converted in the
vertex shader.

Release Notes:

- N/A
```

## Parents

- [54969877a4660ea4cb2691d9f2daecd52780b4bf](https://git.cafe/gitcafe/zed/commit/54969877a4660ea4cb2691d9f2daecd52780b4bf?format=markdown)

- [91f3e9707aeec7e27da6a21ad1fac5fbf33f5d70](https://git.cafe/gitcafe/zed/commit/91f3e9707aeec7e27da6a21ad1fac5fbf33f5d70?format=markdown)

[Source at this commit](https://git.cafe/gitcafe/zed/tree/9052b48949a2547023a2527a2f6ed27030ef7273?format=markdown)
