From: Kristian Høgsberg Date: Tue, 5 Jun 2012 14:15:53 +0000 (-0400) Subject: compositor: Drop brightness and saturation features in the shader X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=361039820b08e1a61fbf9eee4ee10f0b98ec2bf4;p=profile%2Fivi%2Fweston-ivi-shell.git compositor: Drop brightness and saturation features in the shader --- diff --git a/src/compositor.c b/src/compositor.c index b3a9d56..51adc36 100644 --- a/src/compositor.c +++ b/src/compositor.c @@ -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"); diff --git a/src/compositor.h b/src/compositor.h index 9760fa1..2d52048 100644 --- a/src/compositor.h +++ b/src/compositor.h @@ -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.