Correctly change brightness and opacity in cylinder/sphere shader
svn path=/trunk/KDE/kdebase/workspace/; revision=971720
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1 changed files with 2 additions and 2 deletions
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@ -26,14 +26,14 @@ void main()
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gl_TexCoord[0].y < 0.0 || gl_TexCoord[0].y > textureHeight )
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gl_TexCoord[0].y < 0.0 || gl_TexCoord[0].y > textureHeight )
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discard;
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discard;
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vec4 tex = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy));
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vec4 tex = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy));
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tex = vec4( tex.rgb, tex.a * opacity );
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if( saturation != 1.0 )
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if( saturation != 1.0 )
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{
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{
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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vec3 desaturated = tex.rgb * vec3( 0.30, 0.59, 0.11 );
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desaturated = vec3( dot( desaturated, tex.rgb ));
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desaturated = vec3( dot( desaturated, tex.rgb ));
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tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
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tex.rgb = tex.rgb * vec3( saturation ) + desaturated * vec3( 1.0 - saturation );
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}
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}
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tex.rgb = tex.rgb * vec3( brightness );
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tex.rgb = tex.rgb * opacity * brightness;
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tex.a = tex.a * opacity;
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gl_FragColor = tex;
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gl_FragColor = tex;
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}
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}
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else
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else
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