uniform sampler2D winTexture; uniform float windowWidth; uniform float windowHeight; uniform float opacity; uniform float brightness; uniform float saturation; uniform float front; uniform float useTexture; vec2 pix2tex(vec2 pix) { return vec2(pix.x / windowWidth, pix.y / windowHeight); } 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 > windowWidth || gl_TexCoord[0].y < 0.0 || gl_TexCoord[0].y > windowHeight ) discard; vec4 tex = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy)); tex = vec4( tex.rgb, tex.a * opacity ); 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 * vec3( saturation ) + desaturated * vec3( 1.0 - saturation ); } tex.rgb = tex.rgb * vec3( brightness ); gl_FragColor = tex; } else { gl_FragColor = gl_Color; } }