kwin/effects/cube/data/cylinder.frag
2009-05-23 08:55:54 +00:00

59 lines
1.8 KiB
GLSL

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;
}
}