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.
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50e19e2cbc
commit
28cf355b26
2 changed files with 11 additions and 12 deletions
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@ -11,8 +11,10 @@ varying vec2 varyingTexCoords;
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void main()
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void main()
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{
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{
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vec4 tex = texture2D(sample, varyingTexCoords);
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vec4 tex = texture2D(sample, varyingTexCoords);
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if( saturation != 1.0 )
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if (u_forceAlpha > 0) {
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{
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tex.a = 1.0;
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}
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if (saturation != 1.0) {
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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desaturated = vec3( dot( desaturated, tex.rgb ));
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desaturated = vec3( dot( desaturated, tex.rgb ));
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tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
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tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
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@ -20,9 +22,6 @@ void main()
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tex.rgb = tex.rgb * opacity * vec3( brightness );
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tex.rgb = tex.rgb * opacity * vec3( brightness );
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tex.rgb = vec3(1.0) - tex.rgb;
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tex.rgb = vec3(1.0) - tex.rgb;
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tex.a = tex.a * opacity;
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tex.a = tex.a * opacity;
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if (u_forceAlpha > 0) {
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tex.a = 1.0;
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}
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gl_FragColor = tex;
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gl_FragColor = tex;
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}
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}
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@ -11,6 +11,9 @@ varying vec2 varyingTexCoords;
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void main() {
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void main() {
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vec4 tex = texture2D(sample, varyingTexCoords);
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vec4 tex = texture2D(sample, varyingTexCoords);
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if (u_forceAlpha > 0) {
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tex.a = 1.0;
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}
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if( saturation != 1.0 ) {
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if( saturation != 1.0 ) {
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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desaturated = vec3( dot( desaturated, tex.rgb ));
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desaturated = vec3( dot( desaturated, tex.rgb ));
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@ -18,9 +21,6 @@ void main() {
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}
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}
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tex.rgb = tex.rgb * opacity * brightness;
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tex.rgb = tex.rgb * opacity * brightness;
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tex.a = tex.a * opacity;
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tex.a = tex.a * opacity;
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if (u_forceAlpha > 0) {
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tex.a = 1.0;
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}
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/*if (debug != 0) {
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/*if (debug != 0) {
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tex.g += 0.5;
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tex.g += 0.5;
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}*/
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}*/
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