kwin/scene-fragment.glsl
Pierre-Loup A. Griffais 309ce4013a kwin-gles: save a branch in the main shader
On less flexible hardware, one instruction for one branch might not be a good
trade.

REVIEW: 102886
2011-10-17 20:26:53 +02:00

28 lines
628 B
GLSL

uniform sampler2D sampler;
uniform vec4 modulation;
uniform float saturation;
uniform int u_forceAlpha;
varying vec2 varyingTexCoords;
//varying vec4 color;
void main() {
vec4 tex = texture2D(sampler, varyingTexCoords);
tex.a += float(u_forceAlpha);
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 *= modulation;
#ifdef KWIN_SHADER_DEBUG
tex.g = min(tex.g + 0.5, 1.0);
#endif
gl_FragColor = tex;
}