compositor: Drop brightness and saturation features in the shader

Kristian Høgsberg 13 years ago
parent d56bd908bf
commit 361039820b
  1. 11
      src/compositor.c
  2. 4
      src/compositor.h

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

@ -222,8 +222,6 @@ struct weston_shader {
GLint proj_uniform;
GLint tex_uniform;
GLint alpha_uniform;
GLint brightness_uniform;
GLint saturation_uniform;
GLint color_uniform;
GLint texwidth_uniform;
GLint opaque_uniform;
@ -384,8 +382,6 @@ struct weston_surface {
GLfloat color[4];
GLfloat opaque_rect[4];
GLfloat alpha;
GLfloat brightness;
GLfloat saturation;
int blend;
/* Surface geometry state, mutable.

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