uniform sampler2D sampler; uniform vec4 modulation; uniform float saturation; uniform int u_forceAlpha; varying vec2 varyingTexCoords; //varying vec4 color; void main() { vec4 tex = texture2D(sampler, varyingTexCoords); tex.a += float(u_forceAlpha); 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; #ifdef KWIN_SHADER_DEBUG tex.g = min(tex.g + 0.5, 1.0); #endif gl_FragColor = tex; }