kwin/scene-fragment.glsl
Martin Gräßlin 56ce39def8 Core profile compatible basic scene rendering.
Adds a shader to render an untransformed scene. renderGLGeometry is not used any more and replaced by generated triangles stored in a GLVertexBuffer.
The GLVertexBuffer has a new attribute to decide whether a core profile compatible rendering has to be performed.
Currently windows and EffectFrames can make use of the new shader.
The shader contains a debug mode which colours all rendered fragments in green. It is currently enabled in scene_opengl.
Rendering transformed geometries (without shader) is currently broken.
2011-01-30 14:11:55 +01:00

33 lines
859 B
GLSL

uniform sampler2D sample;
uniform float textureWidth;
uniform float textureHeight;
uniform float opacity;
uniform float brightness;
uniform float saturation;
uniform int debug;
varying in vec2 varyingTexCoords;
varying out vec4 color;
// Converts pixel coordinates to texture coordinates
vec2 pix2tex( vec2 pix )
{
return vec2( pix.s / textureWidth, pix.t / textureHeight );
}
void main() {
vec4 tex = texture2D(sample, pix2tex(varyingTexCoords));
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 * opacity * brightness;
tex.a = tex.a * opacity;
if (debug != 0) {
tex.g += 0.5;
}
color = tex;
}