Use opacity, brighness and saturation in shader for cylinder and sphere. That allows to have dimmed windows in these effects and correct window opacity.

svn path=/trunk/KDE/kdebase/workspace/; revision=956595
icc-effect-5.14.5
Martin Gräßlin 2009-04-20 11:07:47 +00:00
parent 1b59bb1efc
commit 3e56e98281
2 changed files with 12 additions and 4 deletions

View File

@ -296,7 +296,6 @@ bool CubeEffect::loadShader()
{
cylinderShader->bind();
cylinderShader->setUniform( "winTexture", 0 );
cylinderShader->setUniform( "opacity", cubeOpacity );
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
cylinderShader->setUniform( "width", (float)rect.width() );
cylinderShader->unbind();
@ -311,7 +310,6 @@ bool CubeEffect::loadShader()
{
sphereShader->bind();
sphereShader->setUniform( "winTexture", 0 );
sphereShader->setUniform( "opacity", cubeOpacity );
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
sphereShader->setUniform( "width", (float)rect.width() );
sphereShader->setUniform( "height", (float)rect.height() );

View File

@ -2,6 +2,8 @@ uniform sampler2D winTexture;
uniform float windowWidth;
uniform float windowHeight;
uniform float opacity;
uniform float brightness;
uniform float saturation;
uniform float front;
uniform float useTexture;
@ -23,11 +25,19 @@ void main()
if( gl_TexCoord[0].x < 0.0 || gl_TexCoord[0].x > windowWidth ||
gl_TexCoord[0].y < 0.0 || gl_TexCoord[0].y > windowHeight )
discard;
gl_FragColor.rgba = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy)).rgba;
vec4 tex = texture2D(winTexture, pix2tex(gl_TexCoord[0].xy));
tex = vec4( tex.rgb, tex.a * opacity );
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 * vec3( brightness );
gl_FragColor = tex;
}
else
{
gl_FragColor = gl_Color;
}
gl_FragColor.a = gl_FragColor.a * opacity;
}