# Light colored text with alpha = aliasing artifacts?

**URL:** <https://forum.babylonjs.com/t/light-colored-text-with-alpha-aliasing-artifacts/17525>\
**Category:** Questions\
**Tags:** material\
**Created:** [January 15, 2021, 8:24pm UTC](https://forum.babylonjs.com/t/light-colored-text-with-alpha-aliasing-artifacts/17525 "2021-01-15T20:24:55Z")\
**Posts on this page:** 1\
**Showing post:** 10

<div class="post-metadata">

**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [January 16, 2021, 1:53am UTC](https://forum.babylonjs.com/t/light-colored-text-with-alpha-aliasing-artifacts/17525/10 "2021-01-16T01:53:48Z")

</div>

You need to set the dynamic texture as pre-multiplied as well as enable the right blending mode.

This blending mode should be set to ALPHA\_PREMULTIPLIED\_PORTERDUFF but when doing this there’s a line in the shader code that is added: `color.rgb *= alpha`. However, we don’t want this to happen, we only want to set the OpenGL blending factors to 1 / ONE\_MINUS\_SRC\_ALPHA / 1 / ONE\_MINUS\_SRC\_ALPHA.

The easiest way is to override the blending factors and set the ones we want in the `material.onBind` observable:

[https://playground.babylonjs.com/#TMHF80#363](https://playground.babylonjs.com/#TMHF80#363)

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