[effects] Drop resetting Generic Shader from zoom effect

No longer needed as during the rendering the Generic Shader is not
used any more. So the zoom effect doesn't affect it.
This commit is contained in:
Martin Gräßlin 2015-11-27 12:25:28 +01:00
parent 4b96370e67
commit 4e8e0f817f

View file

@ -259,9 +259,7 @@ void ZoomEffect::reconfigure(ReconfigureFlags)
void ZoomEffect::prePaintScreen(ScreenPrePaintData& data, int time) void ZoomEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{ {
bool altered = false;
if (zoom != target_zoom) { if (zoom != target_zoom) {
altered = true;
const float zoomDist = qAbs(target_zoom - source_zoom); const float zoomDist = qAbs(target_zoom - source_zoom);
double diff = time / animationTime(500.0); double diff = time / animationTime(500.0);
if (target_zoom > zoom) if (target_zoom > zoom)
@ -272,8 +270,6 @@ void ZoomEffect::prePaintScreen(ScreenPrePaintData& data, int time)
if (zoom == 1.0) { if (zoom == 1.0) {
showCursor(); showCursor();
if (altered) // reset the generic shader to avoid artifacts in plenty other effects
ShaderBinder binder(ShaderManager::GenericShader, true);
} else { } else {
hideCursor(); hideCursor();
data.mask |= PAINT_SCREEN_TRANSFORMED; data.mask |= PAINT_SCREEN_TRANSFORMED;