kwin/scene-fragment.glsl

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uniform sampler2D sampler;
uniform vec4 modulation;
uniform float saturation;
uniform int u_forceAlpha;
varying vec2 varyingTexCoords;
//varying vec4 color;
void main() {
vec4 tex = texture2D(sampler, varyingTexCoords);
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tex.a = min(tex.a + float(u_forceAlpha), 1.0);
if (saturation != 1.0) {
tex.rgb = mix(vec3(dot( vec3( 0.30, 0.59, 0.11 ), tex.rgb )), tex.rgb, saturation);
}
tex *= modulation;
#ifdef KWIN_SHADER_DEBUG
tex.g = min(tex.g + 0.5, 1.0);
#endif
gl_FragColor = tex;
}