Change saturation, brightness and opacity in cylinder and sphere shader in exactly the same way as the texture modulation in scene_opengl.

svn path=/trunk/KDE/kdebase/workspace/; revision=971713
This commit is contained in:
Martin Gräßlin 2009-05-23 08:55:54 +00:00
parent 491873ec96
commit 339895beac

View file

@ -26,14 +26,30 @@ void main()
gl_TexCoord[0].y < 0.0 || gl_TexCoord[0].y > textureHeight )
discard;
vec4 tex = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy));
tex = vec4( tex.rgb, tex.a * opacity );
// change saturation, brightness and opacity
// in the exactly same way as in SceneOpenGL::Window::prepareRenderStates()
// see scene_opengl.cpp
float sourceAlpha = tex.a;
float opacityByBrightness = opacity * brightness;
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 * saturation + desaturated * ( 1.0 - saturation );
tex.a = opacity;
if( sourceAlpha != 1.0 || brightness != 1.0 )
{
tex.rgb = tex.rgb * opacityByBrightness;
if( sourceAlpha != 1.0 )
tex.a = sourceAlpha * opacity;
}
}
else if( opacity != 1.0 || brightness != 1.0 )
{
tex.rgb = tex.rgb * opacityByBrightness;
tex.a = tex.a * opacity;
}
tex.rgb = tex.rgb * vec3( brightness );
gl_FragColor = tex;
}
else