gl-renderer: move view alpha out of sample_input_texture()

Sampling input texture has nothing to do with view alpha. This clarifies
the code structure.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
dev
Pekka Paalanen 4 years ago
parent 3f6be39f94
commit 2b5a863974
  1. 15
      libweston/renderer-gl/fragment.glsl

@ -87,20 +87,20 @@ uniform vec4 unicolor;
vec4
sample_input_texture()
{
vec4 yuva;
vec4 yuva = vec4(0.0, 0.0, 0.0, 1.0);
/* Producing RGBA directly */
if (c_variant == SHADER_VARIANT_SOLID)
return alpha * unicolor;
return unicolor;
if (c_variant == SHADER_VARIANT_RGBA ||
c_variant == SHADER_VARIANT_EXTERNAL) {
return alpha * texture2D(tex, v_texcoord);
return texture2D(tex, v_texcoord);
}
if (c_variant == SHADER_VARIANT_RGBX)
return vec4(alpha * texture2D(tex, v_texcoord).rgb, alpha);
return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
/* Requires conversion to RGBA */
@ -108,21 +108,17 @@ sample_input_texture()
yuva.x = texture2D(tex, v_texcoord).x;
yuva.y = texture2D(tex1, v_texcoord).x;
yuva.z = texture2D(tex2, v_texcoord).x;
yuva.w = alpha;
} else if (c_variant == SHADER_VARIANT_Y_UV) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.yz = texture2D(tex1, v_texcoord).rg;
yuva.w = alpha;
} else if (c_variant == SHADER_VARIANT_Y_XUXV) {
yuva.x = texture2D(tex, v_texcoord).x;
yuva.yz = texture2D(tex1, v_texcoord).ga;
yuva.w = alpha;
} else if (c_variant == SHADER_VARIANT_XYUV) {
yuva.xyz = texture2D(tex, v_texcoord).bgr;
yuva.w = alpha;
} else {
/* Never reached, bad variant value. */
@ -140,6 +136,9 @@ main()
/* Electrical (non-linear) RGBA values, pre-multiplied */
color = sample_input_texture();
/* View alpha (opacity) */
color *= alpha;
if (c_green_tint)
color = vec4(0.0, 0.3, 0.0, 0.2) + color * 0.8;

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