gl_color_node_free (&color_node);
shadow_color_node = gl_label_object_get_shadow_color (object);
+ shadow_color = gl_color_node_expand (shadow_color_node, record);
if (shadow_color_node->field_flag)
{
shadow_color_node->color = GL_COLOR_SHADOW_MERGE_DEFAULT;
}
shadow_opacity = gl_label_object_get_shadow_opacity (object);
- shadow_color = gl_color_shadow (shadow_color_node->color, shadow_opacity, color);
+ shadow_color = gl_color_set_opacity (shadow_color, shadow_opacity);
gl_color_node_free (&shadow_color_node);
draw_text_real (object, cr, screen_flag, record, shadow_color);