Remove forceAlpha uniform, which is no longer needed
This was originally added by d467fc1bdbcf69bd6ef213bd909633c2edfb6878, to prevent alpha ending up to be 0 with blending disabled. Apparently, that was a driver issue that is no longer present. REVIEW: 107090
This commit is contained in:
parent
a46d247702
commit
22569f7eb9
7 changed files with 1 additions and 17 deletions
|
@ -387,7 +387,6 @@ void LogoutEffect::renderBlurTexture()
|
|||
m_blurShader->setUniform(GLShader::Offset, QVector2D(0, 0));
|
||||
m_blurShader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
|
||||
m_blurShader->setUniform(GLShader::Saturation, 1.0);
|
||||
m_blurShader->setUniform(GLShader::AlphaToOne, 1);
|
||||
m_blurShader->setUniform("u_alphaProgress", (float)progress * 0.4f);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
|
|
@ -143,7 +143,6 @@ void TrackMouseEffect::paintScreen(int mask, QRegion region, ScreenPaintData& da
|
|||
shader->setUniform(GLShader::ModelViewMatrix, matrix);
|
||||
shader->setUniform(GLShader::Saturation, 1.0);
|
||||
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
|
||||
shader->setUniform(GLShader::AlphaToOne, 0);
|
||||
} else
|
||||
pushMatrix(matrix);
|
||||
m_texture[i]->bind();
|
||||
|
|
|
@ -215,7 +215,6 @@ void LanczosFilter::performPaint(EffectWindowImpl* w, int mask, QRegion region,
|
|||
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
|
||||
shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
|
||||
shader->setUniform(GLShader::Saturation, data.saturation());
|
||||
shader->setUniform(GLShader::AlphaToOne, 0);
|
||||
|
||||
cachedTexture->render(region, textureRect, hardwareClipping);
|
||||
|
||||
|
@ -352,7 +351,6 @@ void LanczosFilter::performPaint(EffectWindowImpl* w, int mask, QRegion region,
|
|||
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
|
||||
shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
|
||||
shader->setUniform(GLShader::Saturation, data.saturation());
|
||||
shader->setUniform(GLShader::AlphaToOne, 0);
|
||||
|
||||
cache->render(region, textureRect, hardwareClipping);
|
||||
|
||||
|
|
|
@ -430,8 +430,6 @@ void GLShader::resolveLocations()
|
|||
|
||||
mFloatLocation[Saturation] = uniformLocation("saturation");
|
||||
|
||||
mIntLocation[AlphaToOne] = uniformLocation("u_forceAlpha");
|
||||
|
||||
mLocationsResolved = true;
|
||||
}
|
||||
|
||||
|
@ -895,7 +893,6 @@ void ShaderManager::resetShader(ShaderType type)
|
|||
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
|
||||
|
||||
shader->setUniform(GLShader::Saturation, 1.0f);
|
||||
shader->setUniform(GLShader::AlphaToOne, 0);
|
||||
}
|
||||
|
||||
/*** GLRenderTarget ***/
|
||||
|
|
|
@ -190,7 +190,7 @@ public:
|
|||
};
|
||||
|
||||
enum IntUniform {
|
||||
AlphaToOne,
|
||||
AlphaToOne, ///< @deprecated no longer used
|
||||
IntUniformCount
|
||||
};
|
||||
|
||||
|
@ -247,9 +247,6 @@ public:
|
|||
* normalized texture coordinates. Defaults to @c (1.0/1.0). And expects a @c vec3
|
||||
* uniform @c colorManiuplation, with @c x being opacity, @c y being brightness and
|
||||
* @c z being saturation. All three values default to @c 1.0.
|
||||
* The fragment shader takes a uniform @c u_forceAlpha to force the alpha component
|
||||
* to @c 1.0 if it is set to a value not @c 0. This uniform is useful when rendering
|
||||
* a RGB-only window and the alpha channel is required in a later step.
|
||||
* The sampler uniform is @c sample and defaults to @c 0.
|
||||
* The shader uses two vertex attributes @c vertex and @c texCoord.
|
||||
**/
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
uniform sampler2D sampler;
|
||||
uniform vec4 modulation;
|
||||
uniform float saturation;
|
||||
uniform int u_forceAlpha;
|
||||
|
||||
varying vec2 varyingTexCoords;
|
||||
|
||||
|
@ -10,8 +9,6 @@ varying vec2 varyingTexCoords;
|
|||
void main() {
|
||||
vec4 tex = texture2D(sampler, varyingTexCoords);
|
||||
|
||||
tex.a += float(u_forceAlpha);
|
||||
|
||||
if (saturation != 1.0) {
|
||||
tex.rgb = mix(vec3(dot( vec3( 0.30, 0.59, 0.11 ), tex.rgb )), tex.rgb, saturation);
|
||||
}
|
||||
|
|
|
@ -1256,7 +1256,6 @@ void SceneOpenGL2Window::prepareStates(TextureType type, qreal opacity, qreal br
|
|||
GLShader *shader = ShaderManager::instance()->getBoundShader();
|
||||
shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
|
||||
shader->setUniform(GLShader::Saturation, saturation);
|
||||
shader->setUniform(GLShader::AlphaToOne, opaque ? 1 : 0);
|
||||
}
|
||||
|
||||
void SceneOpenGL2Window::restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation)
|
||||
|
@ -1269,7 +1268,6 @@ void SceneOpenGL2Window::restoreStates(TextureType type, qreal opacity, qreal br
|
|||
if (m_blendingEnabled) {
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
ShaderManager::instance()->getBoundShader()->setUniform(GLShader::AlphaToOne, 0);
|
||||
}
|
||||
|
||||
//***************************************
|
||||
|
@ -1561,7 +1559,6 @@ void SceneOpenGL::EffectFrame::render(QRegion region, double opacity, double fra
|
|||
|
||||
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
|
||||
shader->setUniform(GLShader::Saturation, 1.0f);
|
||||
shader->setUniform(GLShader::AlphaToOne, 0);
|
||||
}
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
|
|
Loading…
Reference in a new issue