From 82e1c0741e463f4cdee12824ad289787d7934ca5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Martin=20Gr=C3=A4=C3=9Flin?= Date: Sat, 23 May 2009 09:28:19 +0000 Subject: [PATCH] Correctly change brightness and opacity in cylinder/sphere shader svn path=/trunk/KDE/kdebase/workspace/; revision=971720 --- effects/cube/data/cylinder.frag | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/effects/cube/data/cylinder.frag b/effects/cube/data/cylinder.frag index 81d49d7ce1..9455452db0 100644 --- a/effects/cube/data/cylinder.frag +++ b/effects/cube/data/cylinder.frag @@ -26,14 +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)); - 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 * vec3( saturation ) + desaturated * vec3( 1.0 - saturation ); } - tex.rgb = tex.rgb * vec3( brightness ); + tex.rgb = tex.rgb * opacity * brightness; + tex.a = tex.a * opacity; gl_FragColor = tex; } else