diff --git a/webrender/res/ps_blend.glsl b/webrender/res/ps_blend.glsl index 448bfe6067..c2add18020 100644 --- a/webrender/res/ps_blend.glsl +++ b/webrender/res/ps_blend.glsl @@ -44,14 +44,15 @@ void main(void) { float oneMinusAmount = 1.0 - vAmount; switch (vOp) { - case 2: + case 2: { // Grayscale vColorMat = mat4(vec4(lumR + oneMinusLumR * oneMinusAmount, lumR - lumR * oneMinusAmount, lumR - lumR * oneMinusAmount, 0.0), vec4(lumG - lumG * oneMinusAmount, lumG + oneMinusLumG * oneMinusAmount, lumG - lumG * oneMinusAmount, 0.0), vec4(lumB - lumB * oneMinusAmount, lumB - lumB * oneMinusAmount, lumB + oneMinusLumB * oneMinusAmount, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); break; - case 3: + } + case 3: { // HueRotate float c = cos(vAmount * 0.01745329251); float s = sin(vAmount * 0.01745329251); @@ -60,20 +61,23 @@ void main(void) { vec4(lumB - lumB * c + oneMinusLumB * s, lumB - lumB * c - 0.283 * s, lumB + oneMinusLumB * c + lumB * s, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); break; - case 5: + } + case 5: { // Saturate vColorMat = mat4(vec4(oneMinusAmount * lumR + vAmount, oneMinusAmount * lumR, oneMinusAmount * lumR, 0.0), vec4(oneMinusAmount * lumG, oneMinusAmount * lumG + vAmount, oneMinusAmount * lumG, 0.0), vec4(oneMinusAmount * lumB, oneMinusAmount * lumB, oneMinusAmount * lumB + vAmount, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); break; - case 6: + } + case 6: { // Sepia vColorMat = mat4(vec4(0.393 + 0.607 * oneMinusAmount, 0.349 - 0.349 * oneMinusAmount, 0.272 - 0.272 * oneMinusAmount, 0.0), vec4(0.769 - 0.769 * oneMinusAmount, 0.686 + 0.314 * oneMinusAmount, 0.534 - 0.534 * oneMinusAmount, 0.0), vec4(0.189 - 0.189 * oneMinusAmount, 0.168 - 0.168 * oneMinusAmount, 0.131 + 0.869 * oneMinusAmount, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); break; + } }