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https://github.com/hyprwm/Hyprland
synced 2024-11-10 08:05:58 +01:00
Send absolute screen coordinates to texture shaders.
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e5dced8b3f
commit
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2 changed files with 7 additions and 10 deletions
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@ -334,15 +334,13 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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const auto TOPLEFT = Vector2D(round, round);
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const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round);
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const auto TOPLEFT = Vector2D(box->x, box->y);
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const auto FULLSIZE = Vector2D(box->width, box->height);
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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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glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(m_RenderData.pCurrentMonData->m_shQUAD.radius, round);
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glUniform1i(m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
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@ -438,9 +436,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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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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glUniform2f(shader->topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(shader->bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(shader->fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform2f(shader->topLeft, pBox->x, pBox->y);
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glUniform2f(shader->fullSize, pBox->width, pBox->height);
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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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@ -6,10 +6,10 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
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return R"#(
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// branchless baby!
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vec2 bottomRight = fullSize - radius;
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vec2 pixCoord = v_texcoord - vec2(0.5);
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pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
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pixCoord -= (bottomRight - topLeft) * vec2(0.5);
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highp vec2 pixCoord = vec2(gl_FragCoord);
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pixCoord -= (topLeft + fullSize / vec2(2.0));
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pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0));
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pixCoord -= fullSize * vec2(0.5) - vec2(radius);
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if (all(greaterThan(pixCoord, vec2(0.0)))) {
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