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	Really fixes #6. At least I hope...
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		| @@ -192,6 +192,8 @@ ShaderEffect { | ||||
|         (brightness_flickering !== 0 ? " | ||||
|             finalColor = mix(finalColor, vec3(0.0), brightness);" : "") + | ||||
|  | ||||
|         "gl_FragColor = vec4(finalColor *"+brightness+", 1.0); | ||||
|         "gl_FragColor = vec4(finalColor *"+brightness+", qt_Opacity); | ||||
|     }" | ||||
|  | ||||
|      onStatusChanged: console.log(log) //Print warning messages | ||||
| } | ||||
|   | ||||
| @@ -1,6 +1,6 @@ | ||||
| <?xml version="1.0" encoding="UTF-8"?> | ||||
| <!DOCTYPE QtCreatorProject> | ||||
| <!-- Written by QtCreator 3.0.1, 2014-04-03T17:43:20. --> | ||||
| <!-- Written by QtCreator 3.0.1, 2014-04-04T01:31:42. --> | ||||
| <qtcreator> | ||||
|  <data> | ||||
|   <variable>ProjectExplorer.Project.ActiveTarget</variable> | ||||
|   | ||||
| @@ -43,6 +43,7 @@ ShaderEffect{ | ||||
|                             uniform sampler2D normals; | ||||
|                             uniform highp float screen_distorsion; | ||||
|                             uniform highp float ambient_light; | ||||
|                             uniform highp float qt_Opacity; | ||||
|  | ||||
|                             uniform vec4 reflection_color; | ||||
|                             varying lowp float brightness; | ||||
| @@ -62,8 +63,10 @@ ShaderEffect{ | ||||
|                                 vec3 normal = normalize(txt_normal.rgb * 2.0 - 1.0); | ||||
|                                 vec3 light_dir = normalize(vec3(0.5,0.5, 0.0) - vec3(qt_TexCoord0, 0.0)); | ||||
|                                 float reflection = (dot(normal, light_dir) * 0.4 + 0.2) * brightness; | ||||
|                                 vec3 final_color = reflection_color * reflection * 0.5; | ||||
|                                 final_color += txt_color * ambient_light; | ||||
|                                 gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a); | ||||
|                                 vec3 final_color = reflection_color.rgb * reflection * 0.5; | ||||
|                                 final_color += txt_color.rgb * ambient_light; | ||||
|                                 gl_FragColor = vec4(final_color * txt_normal.a, txt_color.a * qt_Opacity); | ||||
|                             }" | ||||
|  | ||||
|     onStatusChanged: console.log(log) //Print warning messages | ||||
| } | ||||
|   | ||||
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