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https://github.com/hyprwm/Hyprland
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renderer: Make shader time always count from zero (#6903)
* testing out an initialtime variable * Make time universally start at zero instead of exposing an initial time * Appease the CI
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parent
da956c8a97
commit
293e687389
2 changed files with 11 additions and 8 deletions
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@ -858,9 +858,11 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
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return;
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return;
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}
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}
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m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
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m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
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m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
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m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
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m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time");
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m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time");
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if (m_sFinalScreenShader.time != -1)
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m_sFinalScreenShader.initialTime = m_tGlobalTimer.getSeconds();
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m_sFinalScreenShader.wl_output = glGetUniformLocation(m_sFinalScreenShader.program, "wl_output");
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m_sFinalScreenShader.wl_output = glGetUniformLocation(m_sFinalScreenShader.program, "wl_output");
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m_sFinalScreenShader.fullSize = glGetUniformLocation(m_sFinalScreenShader.program, "screen_size");
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m_sFinalScreenShader.fullSize = glGetUniformLocation(m_sFinalScreenShader.program, "screen_size");
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if (m_sFinalScreenShader.fullSize == -1)
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if (m_sFinalScreenShader.fullSize == -1)
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@ -1155,7 +1157,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(SP<CTexture> tex, CBox* pB
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glUniform1i(shader->tex, 0);
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glUniform1i(shader->tex, 0);
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if ((usingFinalShader && *PDT == 0) || CRASHING) {
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if ((usingFinalShader && *PDT == 0) || CRASHING) {
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glUniform1f(shader->time, m_tGlobalTimer.getSeconds());
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glUniform1f(shader->time, m_tGlobalTimer.getSeconds() - shader->initialTime);
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} else if (usingFinalShader && shader->time != -1) {
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} else if (usingFinalShader && shader->time != -1) {
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// Don't let time be unitialised
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// Don't let time be unitialised
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glUniform1f(shader->time, 0.f);
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glUniform1f(shader->time, 0.f);
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@ -42,9 +42,10 @@ class CShader {
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GLint gradientLength = -1;
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GLint gradientLength = -1;
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GLint angle = -1;
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GLint angle = -1;
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GLint time = -1;
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float initialTime = 0;
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GLint distort = -1;
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GLint time = -1;
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GLint wl_output = -1;
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GLint distort = -1;
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GLint wl_output = -1;
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// Blur prepare
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// Blur prepare
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GLint contrast = -1;
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GLint contrast = -1;
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