diff --git a/effects/invert/data/invert.frag b/effects/invert/data/invert.frag index 5429465e27..a944e10152 100644 --- a/effects/invert/data/invert.frag +++ b/effects/invert/data/invert.frag @@ -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; } diff --git a/scene-fragment.glsl b/scene-fragment.glsl index fde4ed7455..33f1399fb9 100644 --- a/scene-fragment.glsl +++ b/scene-fragment.glsl @@ -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; }*/