screenshader: add screen_size uniform

fixes #5059
This commit is contained in:
Vaxry 2024-03-18 16:35:22 +00:00
parent 7587cadd0a
commit 5eb33ff4d8

View file

@ -558,6 +558,7 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
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");
m_sFinalScreenShader.fullSize = glGetUniformLocation(m_sFinalScreenShader.program, "screen_size");
if (m_sFinalScreenShader.time != -1 && *PDT != 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
@ -852,6 +853,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, CBox*
if (usingFinalShader && shader->wl_output != -1)
glUniform1i(shader->wl_output, m_RenderData.pMonitor->ID);
if (usingFinalShader && shader->fullSize != -1)
glUniform2f(shader->fullSize, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y);
if (CRASHING) {
glUniform1f(shader->distort, g_pHyprRenderer->m_fCrashingDistort);