screenShader: allow camel for screensize

ref #5059
This commit is contained in:
Vaxry 2024-03-18 23:51:32 +00:00
parent 4ffcdc41ff
commit 7283dde878

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@ -559,6 +559,8 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time"); m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time");
m_sFinalScreenShader.wl_output = glGetUniformLocation(m_sFinalScreenShader.program, "wl_output"); m_sFinalScreenShader.wl_output = glGetUniformLocation(m_sFinalScreenShader.program, "wl_output");
m_sFinalScreenShader.fullSize = glGetUniformLocation(m_sFinalScreenShader.program, "screen_size"); m_sFinalScreenShader.fullSize = glGetUniformLocation(m_sFinalScreenShader.program, "screen_size");
if (m_sFinalScreenShader.fullSize == -1)
m_sFinalScreenShader.fullSize = glGetUniformLocation(m_sFinalScreenShader.program, "screenSize");
if (m_sFinalScreenShader.time != -1 && *PDT != 0 && !g_pHyprRenderer->m_bCrashingInProgress) { if (m_sFinalScreenShader.time != -1 && *PDT != 0 && !g_pHyprRenderer->m_bCrashingInProgress) {
// The screen shader uses the "time" uniform // The screen shader uses the "time" uniform
// Since the screen shader could change every frame, damage tracking *needs* to be disabled // Since the screen shader could change every frame, damage tracking *needs* to be disabled