diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index e047f287..ab69295d 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -348,21 +348,18 @@ void CHyprOpenGLImpl::initShaders() { m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness"); m_RenderData.pCurrentMonData->m_shBLURFINISH.noise = glGetUniformLocation(prog, "noise"); - prog = createProgram(QUADVERTSRC, FRAGSHADOW); - m_RenderData.pCurrentMonData->m_shSHADOW.program = prog; - m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj"); - m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos"); - m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord"); - m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte"); - m_RenderData.pCurrentMonData->m_shSHADOW.alphaMatte = glGetUniformLocation(prog, "alphaMatte"); - m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft"); - m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight"); - m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize"); - m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius"); - m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range"); - m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower"); - m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color"); - m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte"); + prog = createProgram(QUADVERTSRC, FRAGSHADOW); + m_RenderData.pCurrentMonData->m_shSHADOW.program = prog; + m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj"); + m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos"); + m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord"); + m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft"); + m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight"); + m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize"); + m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius"); + m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range"); + m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower"); + m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color"); prog = createProgram(QUADVERTSRC, FRAGBORDER1); m_RenderData.pCurrentMonData->m_shBORDER1.program = prog; diff --git a/src/render/shaders/Shadow.hpp b/src/render/shaders/Shadow.hpp index f9bdeb8d..2c7b07b2 100644 --- a/src/render/shaders/Shadow.hpp +++ b/src/render/shaders/Shadow.hpp @@ -5,9 +5,7 @@ inline const std::string FRAGSHADOW = R"#( precision mediump float; varying vec4 v_color; -uniform sampler2D alphaMatte; varying vec2 v_texcoord; -varying vec2 v_texcoordMatte; uniform vec2 topLeft; uniform vec2 bottomRight; @@ -15,7 +13,6 @@ uniform vec2 fullSize; uniform float radius; uniform float range; uniform float shadowPower; -uniform int useAlphaMatte; float pixAlphaRoundedDistance(float distanceToCorner) { if (distanceToCorner > radius) { @@ -77,10 +74,6 @@ void main() { } } - if (useAlphaMatte == 1) { - pixColor[3] *= 1.0 - texture2D(alphaMatte, v_texcoordMatte)[3]; - } - if (pixColor[3] == 0.0) { discard; return; }