uniform sampler2D winTexture; uniform float textureWidth; uniform float textureHeight; uniform float opacity; uniform float brightness; uniform float saturation; uniform float front; uniform float useTexture; vec2 pix2tex(vec2 pix) { return vec2(pix.x / textureWidth, pix.y / textureHeight); } void main() { if( front > 0.0 && gl_FrontFacing ) discard; if( front < 0.0 && !gl_FrontFacing ) discard; if( useTexture > 0.0 ) { // remove the shadow decoration quads if( gl_TexCoord[0].x < 0.0 || gl_TexCoord[0].x > textureWidth || gl_TexCoord[0].y < 0.0 || gl_TexCoord[0].y > textureHeight ) discard; vec4 tex = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy)); // change saturation, brightness and opacity // in the exactly same way as in SceneOpenGL::Window::prepareRenderStates() // see scene_opengl.cpp float sourceAlpha = tex.a; float opacityByBrightness = opacity * brightness; 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 * saturation + desaturated * ( 1.0 - saturation ); tex.a = opacity; if( sourceAlpha != 1.0 || brightness != 1.0 ) { tex.rgb = tex.rgb * opacityByBrightness; if( sourceAlpha != 1.0 ) tex.a = sourceAlpha * opacity; } } else if( opacity != 1.0 || brightness != 1.0 ) { tex.rgb = tex.rgb * opacityByBrightness; tex.a = tex.a * opacity; } gl_FragColor = tex; } else { gl_FragColor = gl_Color; } }