kwin: Fix a bug in the fragment shaders

The alpha channel must be set to 1 before the sample is modulated
with the brightness and opacity constants, not after.
This commit is contained in:
Fredrik Höglund 2011-02-10 21:53:32 +01:00
parent 50e19e2cbc
commit 28cf355b26
2 changed files with 11 additions and 12 deletions

View file

@ -11,18 +11,17 @@ varying vec2 varyingTexCoords;
void main()
{
vec4 tex = texture2D(sample, varyingTexCoords);
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 * opacity * vec3( brightness );
tex.rgb = vec3(1.0) - tex.rgb;
tex.a = tex.a * opacity;
if (u_forceAlpha > 0) {
tex.a = 1.0;
}
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 * opacity * vec3( brightness );
tex.rgb = vec3(1.0) - tex.rgb;
tex.a = tex.a * opacity;
gl_FragColor = tex;
}

View file

@ -11,6 +11,9 @@ varying vec2 varyingTexCoords;
void main() {
vec4 tex = texture2D(sample, varyingTexCoords);
if (u_forceAlpha > 0) {
tex.a = 1.0;
}
if( saturation != 1.0 ) {
vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
desaturated = vec3( dot( desaturated, tex.rgb ));
@ -18,9 +21,6 @@ void main() {
}
tex.rgb = tex.rgb * opacity * brightness;
tex.a = tex.a * opacity;
if (u_forceAlpha > 0) {
tex.a = 1.0;
}
/*if (debug != 0) {
tex.g += 0.5;
}*/