Correctly handle pre-multiplied textures in the invert effect.

BUG: 212339

svn path=/trunk/KDE/kdebase/workspace/; revision=1042534
This commit is contained in:
Lucas Murray 2009-10-30 01:34:03 +00:00
parent d2e9e039bd
commit 491d61b949

View file

@ -14,7 +14,7 @@ vec2 pix2tex( vec2 pix )
void main()
{
vec4 tex = texture2D( winTexture, pix2tex( gl_TexCoord[0].st ));
tex = vec4( vec3( 1.0 ) - tex.rgb, tex.a * opacity );
tex = vec4(( vec3( 1.0 ) - tex.rgb / vec3( tex.a )) * vec3( tex.a * opacity ), tex.a * opacity );
if( saturation != 1.0 )
{
vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );