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authorMarko Niemelä <marko.a.niemela@nokia.com>2012-02-17 13:23:55 +0200
committerKim Gronholm <kim.1.gronholm@nokia.com>2012-02-17 14:41:50 +0100
commitcca4a7fd0319b0bcc49af5f3f1b79ea413893b64 (patch)
treee9ebb7a2652b564c0bad0319e1067aadfbf8d2be
parentee8415523debd646c95279292a3d3ab7e6c14f68 (diff)
downloadqtgraphicaleffects-cca4a7fd0319b0bcc49af5f3f1b79ea413893b64.tar.gz
Added missing qt_Opacity uniform handling to Desaturate effect
Change-Id: I40db63a40850b985ccda492e400efb5b4ee047c9 Reviewed-by: Kim Gronholm <kim.1.gronholm@nokia.com>
-rw-r--r--src/effects/Desaturate.qml2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/effects/Desaturate.qml b/src/effects/Desaturate.qml
index 342115d..9313b97 100644
--- a/src/effects/Desaturate.qml
+++ b/src/effects/Desaturate.qml
@@ -77,7 +77,7 @@ Item {
void main(void) {
lowp vec4 textureColor = texture2D(source, qt_TexCoord0.st);
lowp float grayColor = (textureColor.r + textureColor.g + textureColor.b) / 3.0;
- gl_FragColor = mix(textureColor, vec4(vec3(grayColor), textureColor.a), desaturation);
+ gl_FragColor = mix(textureColor, vec4(vec3(grayColor), textureColor.a), desaturation) * qt_Opacity;
}
"
}