kwin-gles: save a branch in the main shader
On less flexible hardware, one instruction for one branch might not be a good trade. REVIEW: 102886
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1 changed files with 1 additions and 3 deletions
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@ -10,9 +10,7 @@ varying vec2 varyingTexCoords;
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void main() {
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vec4 tex = texture2D(sampler, 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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tex.a += float(u_forceAlpha);
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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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