From 4d0f8e417c8f6ee8a1276b97bb67ea79164beeed Mon Sep 17 00:00:00 2001 From: David Edmundson Date: Wed, 12 Oct 2022 09:38:39 +0100 Subject: [PATCH] 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. --- src/scenes/opengl/scene_opengl.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/scenes/opengl/scene_opengl.cpp b/src/scenes/opengl/scene_opengl.cpp index 3b070dcf01..95e033d8c8 100644 --- a/src/scenes/opengl/scene_opengl.cpp +++ b/src/scenes/opengl/scene_opengl.cpp @@ -441,7 +441,7 @@ void SceneOpenGL::render(Item *item, int mask, const QRegion ®ion, const Wind ShaderTraits shaderTraits = ShaderTrait::MapTexture; - if (data.brightness() != 1.0 || data.crossFadeProgress() != 1.0) { + if (data.brightness() != 1.0) { shaderTraits |= ShaderTrait::Modulate; } if (data.saturation() != 1.0) {