kwin/effects/cube/data/cylinder.frag

28 lines
721 B
GLSL
Raw Normal View History

uniform sampler2D sample;
uniform float textureWidth;
uniform float textureHeight;
uniform float opacity;
uniform float brightness;
uniform float saturation;
varying vec2 varyingTexCoords;
vec2 pix2tex(vec2 pix)
{
return vec2(pix.x / textureWidth, pix.y / textureHeight);
}
void main()
{
vec4 tex = texture2D(sample, pix2tex(varyingTexCoords));
if( saturation != 1.0 )
{
vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
desaturated = vec3( dot( desaturated, tex.rgb ));
tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
}
// tex.rgb = tex.rgb * opacity * brightness;
// tex.a = tex.a * opacity;
gl_FragColor = tex;
}