compositor: Drop brightness and saturation features in the shader
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@ -227,8 +227,6 @@ weston_surface_create(struct weston_compositor *compositor)
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surface->compositor = compositor;
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surface->image = EGL_NO_IMAGE_KHR;
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surface->alpha = 1.0;
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surface->brightness = 1.0;
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surface->saturation = 1.0;
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surface->blend = 1;
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surface->opaque_rect[0] = 0.0;
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surface->opaque_rect[1] = 0.0;
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@ -878,8 +876,6 @@ weston_surface_draw(struct weston_surface *es, struct weston_output *output,
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glUniform1i(es->shader->tex_uniform, 0);
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glUniform4fv(es->shader->color_uniform, 1, es->color);
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glUniform1f(es->shader->alpha_uniform, es->alpha);
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glUniform1f(es->shader->brightness_uniform, es->brightness);
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glUniform1f(es->shader->saturation_uniform, es->saturation);
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glUniform1f(es->shader->texwidth_uniform,
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(GLfloat)es->geometry.width / es->pitch);
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if (es->blend)
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@ -2639,7 +2635,6 @@ static const char texture_fragment_shader[] =
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"uniform float bright;\n"
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"uniform float saturation;\n"
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"uniform float texwidth;\n"
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"uniform vec4 opaque;\n"
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"void main()\n"
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@ -2648,10 +2643,6 @@ static const char texture_fragment_shader[] =
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" v_texcoord.y < 0.0 || v_texcoord.y > 1.0)\n"
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" discard;\n"
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" gl_FragColor = texture2D(tex, v_texcoord)\n;"
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" float gray = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
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" vec3 range = (gl_FragColor.rgb - vec3 (gray, gray, gray)) * saturation;\n"
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" gl_FragColor = vec4(vec3(gray + range), gl_FragColor.a);\n"
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" gl_FragColor = vec4(vec3(bright, bright, bright) * gl_FragColor.rgb, gl_FragColor.a);\n"
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" if (opaque.x <= v_texcoord.x && v_texcoord.x < opaque.y &&\n"
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" opaque.z <= v_texcoord.y && v_texcoord.y < opaque.w)\n"
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" gl_FragColor.a = 1.0;\n"
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@ -2716,8 +2707,6 @@ weston_shader_init(struct weston_shader *shader,
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shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
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shader->tex_uniform = glGetUniformLocation(shader->program, "tex");
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shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
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shader->brightness_uniform = glGetUniformLocation(shader->program, "bright");
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shader->saturation_uniform = glGetUniformLocation(shader->program, "saturation");
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shader->color_uniform = glGetUniformLocation(shader->program, "color");
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shader->texwidth_uniform = glGetUniformLocation(shader->program, "texwidth");
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shader->opaque_uniform = glGetUniformLocation(shader->program, "opaque");
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@ -222,8 +222,6 @@ struct weston_shader {
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GLint proj_uniform;
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GLint tex_uniform;
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GLint alpha_uniform;
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GLint brightness_uniform;
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GLint saturation_uniform;
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GLint color_uniform;
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GLint texwidth_uniform;
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GLint opaque_uniform;
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@ -384,8 +382,6 @@ struct weston_surface {
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GLfloat color[4];
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GLfloat opaque_rect[4];
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GLfloat alpha;
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GLfloat brightness;
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GLfloat saturation;
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int blend;
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/* Surface geometry state, mutable.
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