kwin/effects/cube/data/cylinder.frag

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uniform sampler2D winTexture;
uniform float windowWidth;
uniform float windowHeight;
uniform float opacity;
vec2 pix2tex(vec2 pix)
{
return vec2(pix.x / windowWidth, pix.y / windowHeight);
}
void main()
{
gl_FragColor.rgba = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy)).rgba;
}