2011-02-17 17:44:52 +00:00
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uniform sampler2D sampler;
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2011-02-12 00:36:21 +00:00
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uniform vec4 modulation;
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2010-11-14 19:49:00 +00:00
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uniform float saturation;
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2011-01-02 20:31:42 +00:00
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uniform int u_forceAlpha;
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2010-11-14 19:49:00 +00:00
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2010-11-28 15:21:12 +00:00
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varying vec2 varyingTexCoords;
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2010-11-14 19:49:00 +00:00
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2010-11-28 15:21:12 +00:00
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//varying vec4 color;
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2010-11-14 19:49:00 +00:00
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void main() {
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2011-02-17 17:44:52 +00:00
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vec4 tex = texture2D(sampler, varyingTexCoords);
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2011-02-12 00:36:21 +00:00
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2011-10-16 07:41:40 +00:00
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tex.a += float(u_forceAlpha);
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2011-02-12 00:36:21 +00:00
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2010-11-14 19:49:00 +00:00
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if( saturation != 1.0 ) {
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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desaturated = vec3( dot( desaturated, tex.rgb ));
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tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
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}
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2011-02-12 00:36:21 +00:00
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tex *= modulation;
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2011-07-23 16:57:50 +00:00
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#ifdef KWIN_SHADER_DEBUG
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tex.g = min(tex.g + 0.5, 1.0);
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#endif
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2011-02-12 00:36:21 +00:00
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2010-11-28 15:21:12 +00:00
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gl_FragColor = tex;
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2010-11-14 19:49:00 +00:00
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}
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