compositor: Drop brightness and saturation features in the shader
authorKristian Høgsberg <krh@bitplanet.net>
Tue, 5 Jun 2012 14:15:53 +0000 (10:15 -0400)
committerKristian Høgsberg <krh@bitplanet.net>
Tue, 5 Jun 2012 14:15:56 +0000 (10:15 -0400)
src/compositor.c
src/compositor.h

index b3a9d56..51adc36 100644 (file)
@@ -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");
index 9760fa1..2d52048 100644 (file)
@@ -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.