shadow: fix double premultiplication

shader takes straight alpha aaaa
This commit is contained in:
Vaxry 2024-11-05 16:28:55 +00:00
parent 64c46db087
commit 81ad218b8b

View file

@ -2485,7 +2485,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, const
glMatrix.transpose(); glMatrix.transpose();
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix.getMatrix().data()); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix.getMatrix().data());
#endif #endif
glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r * col.a * a, col.g * col.a * a, col.b * col.a * a, col.a * a); glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r, col.g, col.b, col.a * a);
const auto TOPLEFT = Vector2D(range + round, range + round); const auto TOPLEFT = Vector2D(range + round, range + round);
const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round)); const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round));