Correctly handle pre-multiplied textures in the invert effect.
BUG: 212339 svn path=/trunk/KDE/kdebase/workspace/; revision=1042534
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@ -14,7 +14,7 @@ vec2 pix2tex( vec2 pix )
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void main()
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{
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vec4 tex = texture2D( winTexture, pix2tex( gl_TexCoord[0].st ));
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tex = vec4( vec3( 1.0 ) - tex.rgb, tex.a * opacity );
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tex = vec4(( vec3( 1.0 ) - tex.rgb / vec3( tex.a )) * vec3( tex.a * opacity ), tex.a * opacity );
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if( saturation != 1.0 )
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{
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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