kwin/effects/invert/data/invert.frag
Martin Gräßlin a05ad98896 Remove textureWidth/textureHeight from all Shaders
The uniforms textureWidth and textureHeight were only needed for
normal windows. For everything else it was just 1.0/1.0, that is
normalized.

The makeArrays method is changed to produce normalized texcoords
obsoleting the need for these uniforms. So two uniforms less, one
calculation in vertex shaders less and many many lines of code
removed.

At the same time makeArrays is also adjusted to take care of
yInverted of the texture, which is needed as we no longer can use
the enableUnnormalizedTexCoords which did the yInverted transformation.

REVIEW: 101646
2011-06-19 20:54:13 +02:00

27 lines
614 B
GLSL

uniform sampler2D sampler;
uniform vec4 modulation;
uniform float saturation;
uniform int u_forceAlpha;
varying vec2 varyingTexCoords;
void main()
{
vec4 tex = texture2D(sampler, varyingTexCoords);
if (u_forceAlpha > 0) {
tex.a = 1.0;
}
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;
tex.rgb = vec3(1.0) - tex.rgb;
tex.rgb *= tex.a;
gl_FragColor = tex;
}