Renderer: fix dim easing

This commit is contained in:
vaxerski 2023-03-30 21:08:20 +01:00
parent b88de63abb
commit 614ea53ad7

View file

@ -573,7 +573,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUniform1f(shader->radius, round); glUniform1f(shader->radius, round);
glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA)); glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
if (allowDim && m_pCurrentWindow && *PDIMINACTIVE && m_pCurrentWindow != g_pCompositor->m_pLastWindow) { if (allowDim && m_pCurrentWindow && *PDIMINACTIVE) {
glUniform1i(shader->applyTint, 1); glUniform1i(shader->applyTint, 1);
const auto DIM = m_pCurrentWindow->m_fDimPercent.fl(); const auto DIM = m_pCurrentWindow->m_fDimPercent.fl();
glUniform3f(shader->tint, 1.f - DIM, 1.f - DIM, 1.f - DIM); glUniform3f(shader->tint, 1.f - DIM, 1.f - DIM, 1.f - DIM);