uniform sampler2D windowTex; uniform sampler2D backgroundTex; uniform float textureWidth; uniform float textureHeight; uniform float opacity; uniform float saturation; uniform float brightness; // Converts pixel coordinates to texture coordinates vec2 pix2tex(vec2 pix) { return vec2(pix.x / textureWidth, pix.y / textureHeight); } // Returns color of the window at given texture coordinate, taking into // account opacity, brightness and saturation vec4 windowColor(vec2 texcoord) { vec4 color = texture2D(windowTex, texcoord); // Apply saturation float grayscale = dot(vec3(0.30, 0.59, 0.11), color.rgb); color.rgb = mix(vec3(grayscale), color.rgb, saturation); // Apply brightness color.rgb = color.rgb * brightness; // Apply opacity color.a = color.a * opacity; // and return return color; } void main() { vec2 texcoord = (gl_TexCoord[0] * gl_TextureMatrix[0]).xy; vec2 blurtexcoord = pix2tex(gl_FragCoord.xy); //(gl_FragCoord * gl_TextureMatrix[4]).xy; vec4 winColor = windowColor(texcoord); vec3 tex = mix(texture2D(backgroundTex, blurtexcoord).rgb, winColor.rgb, winColor.a * opacity); gl_FragColor = vec4(tex, 1.0); }