Drop shaderTrait adjustment on crossfade
Crossfade is now hanlded by regular scene painting, only by offscreen effects. There is no need for scene code to have awareness and use a more expensive shader.
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@ -441,7 +441,7 @@ void SceneOpenGL::render(Item *item, int mask, const QRegion ®ion, const Wind
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ShaderTraits shaderTraits = ShaderTrait::MapTexture;
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if (data.brightness() != 1.0 || data.crossFadeProgress() != 1.0) {
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if (data.brightness() != 1.0) {
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shaderTraits |= ShaderTrait::Modulate;
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}
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if (data.saturation() != 1.0) {
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