Fredrik Höglund
69ab6ec3b7
Use GL_CONSTANT_ALPHA instead of reducing the opacity in the fragment shader.
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This makes the blending work correctly when the alpha bits are zero,
which is apparently the case with NVidia.
svn path=/trunk/KDE/kdebase/workspace/; revision=1102471
2010-03-12 16:10:57 +00:00
Fredrik Höglund
c82351488e
Make sure that both the render target and the shader are valid
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before using them.
svn path=/trunk/KDE/kdebase/workspace/; revision=1102465
2010-03-12 15:56:19 +00:00
Fredrik Höglund
728e3ed6f6
Use the texture matrix to do the screen to texture coordinate transformations.
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svn path=/trunk/KDE/kdebase/workspace/; revision=1101728
2010-03-10 18:31:59 +00:00
Fredrik Höglund
67e0e91168
Check some HW limits and make sure we don't exceed them.
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svn path=/trunk/KDE/kdebase/workspace/; revision=1101724
2010-03-10 18:16:18 +00:00
Fredrik Höglund
3de8c53f21
Refactor the blur shader code a bit, and add a GLSL version.
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svn path=/trunk/KDE/kdebase/workspace/; revision=1100848
2010-03-08 20:45:58 +00:00
Fredrik Höglund
53391ba944
Initial commit of the blur effect rewrite.
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svn path=/trunk/KDE/kdebase/workspace/; revision=1099619
2010-03-05 20:42:10 +00:00