diff --git a/effects/cube/data/cylinder.frag b/effects/cube/data/cylinder.frag index 18f8a2a938..81d49d7ce1 100644 --- a/effects/cube/data/cylinder.frag +++ b/effects/cube/data/cylinder.frag @@ -26,30 +26,14 @@ void main() gl_TexCoord[0].y < 0.0 || gl_TexCoord[0].y > textureHeight ) discard; vec4 tex = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy)); - - // change saturation, brightness and opacity - // in the exactly same way as in SceneOpenGL::Window::prepareRenderStates() - // see scene_opengl.cpp - float sourceAlpha = tex.a; - float opacityByBrightness = opacity * brightness; + tex = vec4( tex.rgb, tex.a * opacity ); if( saturation != 1.0 ) { vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 ); desaturated = vec3( dot( desaturated, tex.rgb )); - tex.rgb = tex.rgb * saturation + desaturated * ( 1.0 - saturation ); - tex.a = opacity; - if( sourceAlpha != 1.0 || brightness != 1.0 ) - { - tex.rgb = tex.rgb * opacityByBrightness; - if( sourceAlpha != 1.0 ) - tex.a = sourceAlpha * opacity; - } - } - else if( opacity != 1.0 || brightness != 1.0 ) - { - tex.rgb = tex.rgb * opacityByBrightness; - tex.a = tex.a * opacity; + tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation ); } + tex.rgb = tex.rgb * vec3( brightness ); gl_FragColor = tex; } else