mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-02 15:06:00 +01:00
screenshader: rename output uniform to wl_output (#4606)
* screenshader: rename output uniform to monitor * rename to wl_output
This commit is contained in:
parent
5d4ff60f53
commit
1ed4f1cb25
2 changed files with 9 additions and 9 deletions
|
@ -526,10 +526,10 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
|
m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
|
||||||
m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
|
m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
|
||||||
m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time");
|
m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time");
|
||||||
m_sFinalScreenShader.output = glGetUniformLocation(m_sFinalScreenShader.program, "output");
|
m_sFinalScreenShader.wl_output = glGetUniformLocation(m_sFinalScreenShader.program, "wl_output");
|
||||||
if (m_sFinalScreenShader.time != -1 && g_pConfigManager->getInt("debug:damage_tracking") != 0 && !g_pHyprRenderer->m_bCrashingInProgress) {
|
if (m_sFinalScreenShader.time != -1 && g_pConfigManager->getInt("debug:damage_tracking") != 0 && !g_pHyprRenderer->m_bCrashingInProgress) {
|
||||||
// The screen shader uses the "time" uniform
|
// The screen shader uses the "time" uniform
|
||||||
// Since the screen shader could change every frame, damage tracking *needs* to be disabled
|
// Since the screen shader could change every frame, damage tracking *needs* to be disabled
|
||||||
|
@ -821,8 +821,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, CBox*
|
||||||
glUniform1f(shader->time, 0.f);
|
glUniform1f(shader->time, 0.f);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (usingFinalShader && shader->output != -1)
|
if (usingFinalShader && shader->wl_output != -1)
|
||||||
glUniform1i(shader->output, m_RenderData.pMonitor->ID);
|
glUniform1i(shader->wl_output, m_RenderData.pMonitor->ID);
|
||||||
|
|
||||||
if (CRASHING) {
|
if (CRASHING) {
|
||||||
glUniform1f(shader->distort, g_pHyprRenderer->m_fCrashingDistort);
|
glUniform1f(shader->distort, g_pHyprRenderer->m_fCrashingDistort);
|
||||||
|
|
|
@ -42,9 +42,9 @@ class CShader {
|
||||||
GLint gradientLength = -1;
|
GLint gradientLength = -1;
|
||||||
GLint angle = -1;
|
GLint angle = -1;
|
||||||
|
|
||||||
GLint time = -1;
|
GLint time = -1;
|
||||||
GLint distort = -1;
|
GLint distort = -1;
|
||||||
GLint output = -1;
|
GLint wl_output = -1;
|
||||||
|
|
||||||
// Blur prepare
|
// Blur prepare
|
||||||
GLint contrast = -1;
|
GLint contrast = -1;
|
||||||
|
|
Loading…
Reference in a new issue