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Re:Premultiplied Alpha vs. Not-Premultiplied Alpha Blending ... by kevingadd on Sunday October 23, 2022 @12:26AM (#33304570)
If you create a sRGB texture on a modern GPU, the R/G/B channels are stored in sRGB (functionally a lot like gamma correction in this case) while the alpha channel is always linear 0-255. So while the GPU's texture samplers will convert the R/G/B channels to linear before filtering or sending the result to a shader, nothing gets done to the alpha channel.

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