kwin/effects/cube/data/cylinder.frag

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uniform sampler2D winTexture;
uniform float textureWidth;
uniform float textureHeight;
uniform float opacity;
uniform float brightness;
uniform float saturation;
uniform float front;
uniform float useTexture;
vec2 pix2tex(vec2 pix)
{
return vec2(pix.x / textureWidth, pix.y / textureHeight);
}
void main()
{
if( front > 0.0 && gl_FrontFacing )
discard;
if( front < 0.0 && !gl_FrontFacing )
discard;
if( useTexture > 0.0 )
{
// remove the shadow decoration quads
if( gl_TexCoord[0].x < 0.0 || gl_TexCoord[0].x > textureWidth ||
gl_TexCoord[0].y < 0.0 || gl_TexCoord[0].y > textureHeight )
discard;
vec4 tex = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy));
tex = vec4( tex.rgb, tex.a * opacity );
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 * vec3( brightness );
gl_FragColor = tex;
}
else
{
gl_FragColor = gl_Color;
}
}