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:
parent
50e19e2cbc
commit
28cf355b26
2 changed files with 11 additions and 12 deletions
|
@ -11,18 +11,17 @@ varying vec2 varyingTexCoords;
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 tex = texture2D(sample, varyingTexCoords);
|
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) {
|
if (u_forceAlpha > 0) {
|
||||||
tex.a = 1.0;
|
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;
|
gl_FragColor = tex;
|
||||||
}
|
}
|
||||||
|
|
|
@ -11,6 +11,9 @@ varying vec2 varyingTexCoords;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec4 tex = texture2D(sample, varyingTexCoords);
|
vec4 tex = texture2D(sample, varyingTexCoords);
|
||||||
|
if (u_forceAlpha > 0) {
|
||||||
|
tex.a = 1.0;
|
||||||
|
}
|
||||||
if( saturation != 1.0 ) {
|
if( saturation != 1.0 ) {
|
||||||
vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
|
vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
|
||||||
desaturated = vec3( dot( desaturated, tex.rgb ));
|
desaturated = vec3( dot( desaturated, tex.rgb ));
|
||||||
|
@ -18,9 +21,6 @@ void main() {
|
||||||
}
|
}
|
||||||
tex.rgb = tex.rgb * opacity * brightness;
|
tex.rgb = tex.rgb * opacity * brightness;
|
||||||
tex.a = tex.a * opacity;
|
tex.a = tex.a * opacity;
|
||||||
if (u_forceAlpha > 0) {
|
|
||||||
tex.a = 1.0;
|
|
||||||
}
|
|
||||||
/*if (debug != 0) {
|
/*if (debug != 0) {
|
||||||
tex.g += 0.5;
|
tex.g += 0.5;
|
||||||
}*/
|
}*/
|
||||||
|
|
Loading…
Reference in a new issue