Correctly change brightness and opacity in cylinder/sphere shader

svn path=/trunk/KDE/kdebase/workspace/; revision=971720
This commit is contained in:
Martin Gräßlin 2009-05-23 09:28:19 +00:00
parent 61e619c83b
commit 82e1c0741e

View file

@ -26,14 +26,14 @@ void main()
gl_TexCoord[0].y < 0.0 || gl_TexCoord[0].y > textureHeight ) gl_TexCoord[0].y < 0.0 || gl_TexCoord[0].y > textureHeight )
discard; discard;
vec4 tex = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy)); vec4 tex = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy));
tex = vec4( tex.rgb, tex.a * opacity );
if( saturation != 1.0 ) if( saturation != 1.0 )
{ {
vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 ); vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
desaturated = vec3( dot( desaturated, tex.rgb )); desaturated = vec3( dot( desaturated, tex.rgb ));
tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation ); 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; gl_FragColor = tex;
} }
else else