screenshader: rename output uniform to wl_output (#4606)

* screenshader: rename output uniform to monitor

* rename to wl_output
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JManch 2024-02-04 02:30:00 +00:00 committed by GitHub
parent 5d4ff60f53
commit 1ed4f1cb25
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GPG key ID: B5690EEEBB952194
2 changed files with 9 additions and 9 deletions

View file

@ -526,10 +526,10 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
return;
}
m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time");
m_sFinalScreenShader.output = glGetUniformLocation(m_sFinalScreenShader.program, "output");
m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time");
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) {
// The screen shader uses the "time" uniform
// 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);
}
if (usingFinalShader && shader->output != -1)
glUniform1i(shader->output, m_RenderData.pMonitor->ID);
if (usingFinalShader && shader->wl_output != -1)
glUniform1i(shader->wl_output, m_RenderData.pMonitor->ID);
if (CRASHING) {
glUniform1f(shader->distort, g_pHyprRenderer->m_fCrashingDistort);

View file

@ -42,9 +42,9 @@ class CShader {
GLint gradientLength = -1;
GLint angle = -1;
GLint time = -1;
GLint distort = -1;
GLint output = -1;
GLint time = -1;
GLint distort = -1;
GLint wl_output = -1;
// Blur prepare
GLint contrast = -1;