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Merge pull request #807 from Dickby/fix_monitor_transforms
Transform the box data send to texture shaders.
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commit
5e3b8c3233
1 changed files with 7 additions and 7 deletions
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@ -443,17 +443,17 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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glUniform1f(shader->alpha, alpha / 255.f);
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glUniform1f(shader->alpha, alpha / 255.f);
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glUniform1i(shader->discardOpaque, (int)discardOpaque);
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glUniform1i(shader->discardOpaque, (int)discardOpaque);
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// round is in px
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wlr_box transformedBox;
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// so we need to do some maf
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wlr_box_transform(&transformedBox, pBox, wlr_output_transform_invert(m_RenderData.pMonitor->transform),
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m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y);
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const auto TOPLEFT = Vector2D(round, round);
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const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y);
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const auto BOTTOMRIGHT = Vector2D(pBox->width - round, pBox->height - round);
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const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
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const auto FULLSIZE = Vector2D(pBox->width, pBox->height);
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static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
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static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
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// Rounded corners
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// Rounded corners
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glUniform2f(shader->topLeft, pBox->x, pBox->y);
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glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
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glUniform2f(shader->fullSize, pBox->width, pBox->height);
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glUniform2f(shader->fullSize, FULLSIZE.x ,FULLSIZE.y);
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glUniform1f(shader->radius, round);
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glUniform1f(shader->radius, round);
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glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
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glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
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