xwm: Switch alpha, brightness and saturation to GLfloat
diff --git a/src/compositor.c b/src/compositor.c
index ba201af..ab4c970 100644
--- a/src/compositor.c
+++ b/src/compositor.c
@@ -225,9 +225,9 @@
surface->compositor = compositor;
surface->image = EGL_NO_IMAGE_KHR;
- surface->alpha = 255;
- surface->brightness = 255;
- surface->saturation = 255;
+ surface->alpha = 1.0;
+ surface->brightness = 1.0;
+ surface->saturation = 1.0;
surface->blend = 1;
surface->opaque_rect[0] = 0.0;
surface->opaque_rect[1] = 0.0;
@@ -359,7 +359,7 @@
surface->geometry.width,
surface->geometry.height);
- if (surface->alpha == 255) {
+ if (surface->alpha == 1.0) {
pixman_region32_copy(&surface->transform.opaque,
&surface->opaque);
pixman_region32_translate(&surface->transform.opaque,
@@ -868,9 +868,9 @@
1, GL_FALSE, output->matrix.d);
glUniform1i(es->shader->tex_uniform, 0);
glUniform4fv(es->shader->color_uniform, 1, es->color);
- glUniform1f(es->shader->alpha_uniform, es->alpha / 255.0);
- glUniform1f(es->shader->brightness_uniform, es->brightness / 255.0);
- glUniform1f(es->shader->saturation_uniform, es->saturation / 255.0);
+ glUniform1f(es->shader->alpha_uniform, es->alpha);
+ glUniform1f(es->shader->brightness_uniform, es->brightness);
+ glUniform1f(es->shader->saturation_uniform, es->saturation);
glUniform1f(es->shader->texwidth_uniform,
(GLfloat)es->geometry.width / es->pitch);
glUniform4fv(es->shader->opaque_uniform, 1, es->opaque_rect);