kwin/effects/invert
Martin Gräßlin f9a2ecbf33 Do not use ShaderManager::isValid to check for OpenGL2 compositing
The main usage of ShaderManager::isValid was to have OpenGL2 specific
code pathes. Now we have an actual OpenGL2Compositing type and we know
that the ShaderManager is valid if we have this compositing type and we
know that it is not valid on OpenGL1Compositing. This gives us a much
better check and allows us to use the isValid method just for where we
want to check whether the shaders compiled successfully.

In addition some effects require OpenGL2, so we do not need to check
again that the ShaderManager is valid. Such usages are removed.
2012-09-29 15:33:57 +02:00
..
data
CMakeLists.txt
invert.cpp Do not use ShaderManager::isValid to check for OpenGL2 compositing 2012-09-29 15:33:57 +02:00
invert.desktop
invert.h
invert_config.cpp
invert_config.desktop
invert_config.h