kwin/effects/invert/data/invert.frag

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GLSL
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uniform sampler2D sample;
uniform float textureWidth;
uniform float textureHeight;
uniform float opacity;
uniform float brightness;
uniform float saturation;
uniform int u_forceAlpha;
varying vec2 varyingTexCoords;
// Converts pixel coordinates to texture coordinates
vec2 pix2tex( vec2 pix )
{
return vec2( pix.s / textureWidth, pix.t / 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 * vec3( brightness );
tex.rgb = vec3(1.0) - tex.rgb;
tex.a = tex.a * opacity;
if (u_forceAlpha > 0) {
tex.a = 1.0;
}
gl_FragColor = tex;
}