26 lines
526 B
GLSL
26 lines
526 B
GLSL
uniform sampler2D sampler;
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uniform vec4 modulation;
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uniform float saturation;
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uniform int u_forceAlpha;
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varying vec2 varyingTexCoords;
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//varying vec4 color;
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void main() {
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vec4 tex = texture2D(sampler, varyingTexCoords);
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tex.a = min(tex.a + float(u_forceAlpha), 1.0);
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if (saturation != 1.0) {
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tex.rgb = mix(vec3(dot( vec3( 0.30, 0.59, 0.11 ), tex.rgb )), tex.rgb, saturation);
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}
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tex *= modulation;
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#ifdef KWIN_SHADER_DEBUG
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tex.g = min(tex.g + 0.5, 1.0);
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#endif
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gl_FragColor = tex;
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}
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