https://bugs.kde.org/show_bug.cgi?id=373336

            Bug ID: 373336
           Summary: Layer styles use alpha of the layer incorrectly,
                    resulting in color fringes in semitransparent areas
           Product: krita
           Version: git master
          Platform: Compiled Sources
                OS: Linux
            Status: UNCONFIRMED
          Severity: normal
          Priority: NOR
         Component: layer styles
          Assignee: krita-bugs-n...@kde.org
          Reporter: sbrown...@gmail.com
  Target Milestone: ---

Created attachment 102639
  --> https://bugs.kde.org/attachment.cgi?id=102639&action=edit
This file has a layer with semitransparent strokes and a color overlay layer
style in Normal blending mode.

The strokes are in green and the color overlay is a blue color. There are
visible green fringes in the semitransparent areas of the stroke. These areas
should be blue, not green.

The correct behavior for the color overlay layer style in normal blending mode
should be functionally equivalent to grouping the layer and adding a fill layer
with the color blue set to inherit alpha.

I've also noticed this problem on the inner glow layer style (I think.)

Color overlay layer style is pretty handy in some texture art situations, for
example making a specular power texture for a gun skin for Counter-Strike:
Global Offensive. Specular power textures have big flat areas, and the exact
values required to produce the correct effect can be somewhat unpredictable.
Color overlay is a lot more concise and easy to change than making another
group for specular power and adding a bunch of clone layers from the main layer
stack and putting color fill layers with inherit alpha over those clone layers.
To pack the specular power into the alpha channel of the texture (which is the
format that the game engine expects), you select all layers, enable layer
effects in the layer properties, copy merged, paste, move the layer to the top,
and convert that merged layer to a transparency mask.

Inner (and outer) glow is useful to make certain types of alphas for Zbrush
sculpting, or to convert line art to signed distance fields for crisp line art
rendering in a non-photorealistic renderer without having to use
nearest-neighbor filtering and broken-up texture coordinates.

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