#version 110 uniform sampler2D tex; uniform float startY; uniform float fraction; uniform float height; const float c = -0.2; const float border_max_height = 60.0; mat4 contrast = mat4 (1.0 + c, 0.0, 0.0, 0.0, 0.0, 1.0 + c, 0.0, 0.0, 0.0, 0.0, 1.0 + c, 0.0, 0.0, 0.0, 0.0, 1.0); vec4 off = vec4(0.633, 0.633, 0.633, 0); void main() { vec4 color = texture2D(tex, cogl_tex_coord_in[0].xy); float y = height * cogl_tex_coord_in[0].y; // To reduce contrast, blend with a mid gray cogl_color_out = color * contrast - off * c; // We only fully dim at a distance of BORDER_MAX_HEIGHT from startY and // when the fraction is 1.0. For other locations and fractions we linearly // interpolate back to the original undimmed color, so the top of the window // is at full color. cogl_color_out = color + (cogl_color_out - color) * max(min((y - startY) / border_max_height, 1.0), 0.0); cogl_color_out = color + (cogl_color_out - color) * fraction; cogl_color_out *= color.a; }