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shadow: fix double premultiplication
shader takes straight alpha aaaa
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1 changed files with 1 additions and 1 deletions
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@ -2485,7 +2485,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, const
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glMatrix.transpose();
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix.getMatrix().data());
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#endif
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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);
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glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r, col.g, col.b, col.a * a);
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const auto TOPLEFT = Vector2D(range + round, range + round);
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const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round));
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