diff --git a/scene_opengl.cpp b/scene_opengl.cpp
index e62829f33f..e82c50767d 100644
--- a/scene_opengl.cpp
+++ b/scene_opengl.cpp
@@ -50,7 +50,7 @@ along with this program. If not, see .
#include "screens.h"
#include "workspace.h"
-#include
+#include
#include
#include
@@ -1357,26 +1357,33 @@ void SceneOpenGL2Window::setupLeafNodes(LeafNode *nodes, const WindowQuadList *q
getDecorationTextures(textures);
nodes[LeftRightLeaf].texture = textures[0];
- nodes[LeftRightLeaf].opacity = data.opacity() * data.decorationOpacity();
+ nodes[LeftRightLeaf].opacity = data.opacity();
nodes[LeftRightLeaf].hasAlpha = true;
nodes[LeftRightLeaf].coordinateType = UnnormalizedCoordinates;
nodes[TopBottomLeaf].texture = textures[1];
- nodes[TopBottomLeaf].opacity = data.opacity() * data.decorationOpacity();
+ nodes[TopBottomLeaf].opacity = data.opacity();
nodes[TopBottomLeaf].hasAlpha = true;
nodes[TopBottomLeaf].coordinateType = UnnormalizedCoordinates;
}
nodes[ContentLeaf].texture = s_frameTexture;
nodes[ContentLeaf].hasAlpha = !isOpaque();
- nodes[ContentLeaf].opacity = data.opacity();
+ // TODO: ARGB crsoofading is atm. a hack, playing on opacities for two dumb SrcOver operations
+ // Should be a shader
+ if (data.crossFadeProgress() != 1.0 && (data.opacity() < 0.95 || toplevel->hasAlpha())) {
+ const float opacity = 1.0 - data.crossFadeProgress();
+ nodes[ContentLeaf].opacity = data.opacity() * (1 - pow(opacity, 1.0f + 2.0f * data.opacity()));
+ } else {
+ nodes[ContentLeaf].opacity = data.opacity();
+ }
nodes[ContentLeaf].coordinateType = UnnormalizedCoordinates;
if (data.crossFadeProgress() != 1.0) {
OpenGLWindowPixmap *previous = previousWindowPixmap();
nodes[PreviousContentLeaf].texture = previous ? previous->texture() : NULL;
nodes[PreviousContentLeaf].hasAlpha = !isOpaque();
- nodes[PreviousContentLeaf].opacity = 1.0 - data.crossFadeProgress();
+ nodes[PreviousContentLeaf].opacity = data.opacity() * (1.0 - data.crossFadeProgress());
nodes[PreviousContentLeaf].coordinateType = NormalizedCoordinates;
}
}
@@ -1607,7 +1614,14 @@ void SceneOpenGL1Window::performPaint(int mask, QRegion region, WindowPaintData
OpenGLWindowPixmap *previous = previousWindowPixmap();
const WindowQuadList contentQuads = data.quads.select(WindowQuadContents);
if (previous && data.crossFadeProgress() != 1.0) {
- paintContent(s_frameTexture, region, mask, data.opacity(), data, contentQuads, false);
+ // TODO: ARGB crsoofading is atm. a hack, playing on opacities for two dumb SrcOver operations
+ // Will require a caching texture or sth. else 1.2 compliant
+ float opacity = data.opacity();
+ if (opacity < 0.95f || toplevel->hasAlpha()) {
+ opacity = 1 - data.crossFadeProgress();
+ opacity = data.opacity() * (1 - pow(opacity, 1.0f + 2.0f * data.opacity()));
+ }
+ paintContent(s_frameTexture, region, mask, opacity, data, contentQuads, false);
previous->texture()->setFilter(filter == Scene::ImageFilterGood ? GL_LINEAR : GL_NEAREST);
WindowQuadList oldContents;
const QRect &oldGeometry = previous->contentsRect();
@@ -1628,7 +1642,8 @@ void SceneOpenGL1Window::performPaint(int mask, QRegion region, WindowPaintData
}
oldContents.append(newQuad);
}
- paintContent(previous->texture(), region, mask, 1.0 - data.crossFadeProgress(), data, oldContents, true);
+ opacity = data.opacity() * (1.0 - data.crossFadeProgress());
+ paintContent(previous->texture(), region, mask, opacity, data, oldContents, true);
} else {
paintContent(s_frameTexture, region, mask, data.opacity(), data, contentQuads, false);
}