kwin/effects/cube/data/cylinder.frag
2011-02-10 20:15:23 +01:00

20 lines
565 B
GLSL

uniform sampler2D sample;
uniform float opacity;
uniform float brightness;
uniform float saturation;
varying vec2 varyingTexCoords;
void main()
{
vec4 tex = texture2D(sample, 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;
gl_FragColor = tex;
}