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) { 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; }