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author | Marko Niemelä <marko.a.niemela@nokia.com> | 2012-02-17 13:23:55 +0200 |
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committer | Kim Gronholm <kim.1.gronholm@nokia.com> | 2012-02-17 14:41:50 +0100 |
commit | cca4a7fd0319b0bcc49af5f3f1b79ea413893b64 (patch) | |
tree | e9ebb7a2652b564c0bad0319e1067aadfbf8d2be | |
parent | ee8415523debd646c95279292a3d3ab7e6c14f68 (diff) | |
download | qtgraphicaleffects-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.qml | 2 |
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; } " } |