typo + fix shadow on multimon

This commit is contained in:
vaxerski 2022-06-26 22:27:03 +02:00
parent b7b4853301
commit 0b1459ef04
2 changed files with 2 additions and 2 deletions

View file

@ -161,7 +161,7 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec*
renderdata.dontRound = pWindow->m_bIsFullscreen && PWORKSPACE->m_efFullscreenMode == FULLSCREEN_FULL; renderdata.dontRound = pWindow->m_bIsFullscreen && PWORKSPACE->m_efFullscreenMode == FULLSCREEN_FULL;
renderdata.fadeAlpha = pWindow->m_fAlpha.fl() * (PWORKSPACE->m_fAlpha.fl() / 255.f); renderdata.fadeAlpha = pWindow->m_fAlpha.fl() * (PWORKSPACE->m_fAlpha.fl() / 255.f);
renderdata.alpha = pWindow->m_bIsFullscreen ? g_pConfigManager->getFloat("decoration:fullscreen_opacity") : pWindow == g_pCompositor->m_pLastWindow ? g_pConfigManager->getFloat("decoration:active_opacity") : g_pConfigManager->getFloat("decoration:inactive_opacity"); renderdata.alpha = pWindow->m_bIsFullscreen ? g_pConfigManager->getFloat("decoration:fullscreen_opacity") : pWindow == g_pCompositor->m_pLastWindow ? g_pConfigManager->getFloat("decoration:active_opacity") : g_pConfigManager->getFloat("decoration:inactive_opacity");
renderdata.decorate = decorate && !pWindow->m_bX11DoesntWantBorders && (pWindow->m_bIsFloating ? *PNOFLOATINGBORDERS == 0 : true) && (!pWindow->m_bIsFullscreen || PWORKSPACE->m_efFullscreenMode != FULLSCREEN_FULL)d; renderdata.decorate = decorate && !pWindow->m_bX11DoesntWantBorders && (pWindow->m_bIsFloating ? *PNOFLOATINGBORDERS == 0 : true) && (!pWindow->m_bIsFullscreen || PWORKSPACE->m_efFullscreenMode != FULLSCREEN_FULL);
renderdata.rounding = pWindow->m_sAdditionalConfigData.rounding; renderdata.rounding = pWindow->m_sAdditionalConfigData.rounding;
// apply window special data // apply window special data

View file

@ -87,7 +87,7 @@ void CHyprDropShadowDecoration::draw(SMonitor* pMonitor, float a) {
glStencilFunc(GL_ALWAYS, 1, -1); glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
wlr_box windowBox = {m_vLastWindowPos.x, m_vLastWindowPos.y, m_vLastWindowSize.x, m_vLastWindowSize.y}; wlr_box windowBox = {m_vLastWindowPos.x - pMonitor->vecPosition.x, m_vLastWindowPos.y - pMonitor->vecPosition.y, m_vLastWindowSize.x, m_vLastWindowSize.y};
g_pHyprOpenGL->renderRect(&windowBox, CColor(0,0,0,0), *PROUNDING); g_pHyprOpenGL->renderRect(&windowBox, CColor(0,0,0,0), *PROUNDING);
glStencilFunc(GL_NOTEQUAL, 1, -1); glStencilFunc(GL_NOTEQUAL, 1, -1);