screenshader: fix uniform variable checks (#2513)

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JManch 2023-06-14 12:03:20 +01:00 committed by GitHub
parent 7762ac0173
commit 9a88c19f1a
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@ -604,12 +604,12 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
if ((usingFinalShader && g_pConfigManager->getInt("debug:damage_tracking") == 0) || CRASHING) { if ((usingFinalShader && g_pConfigManager->getInt("debug:damage_tracking") == 0) || CRASHING) {
glUniform1f(shader->time, m_tGlobalTimer.getSeconds()); glUniform1f(shader->time, m_tGlobalTimer.getSeconds());
} else if (usingFinalShader && shader->time > 0) { } else if (usingFinalShader && shader->time != -1) {
// Don't let time be unitialised // Don't let time be unitialised
glUniform1f(shader->time, 0.f); glUniform1f(shader->time, 0.f);
} }
if (usingFinalShader && shader->output > 0) if (usingFinalShader && shader->output != -1)
glUniform1i(shader->output, m_RenderData.pMonitor->ID); glUniform1i(shader->output, m_RenderData.pMonitor->ID);
if (CRASHING) { if (CRASHING) {