kwin/scene-fragment.glsl
Casian Andrei 22569f7eb9 Remove forceAlpha uniform, which is no longer needed
This was originally added by d467fc1bdbcf69bd6ef213bd909633c2edfb6878,
to prevent alpha ending up to be 0 with blending disabled. Apparently,
that was a driver issue that is no longer present.

REVIEW: 107090
2012-11-13 22:23:18 +02:00

23 lines
448 B
GLSL

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