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screenshader: fix uniform variable checks (#2513)
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1 changed files with 2 additions and 2 deletions
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@ -604,12 +604,12 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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if ((usingFinalShader && g_pConfigManager->getInt("debug:damage_tracking") == 0) || CRASHING) {
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if ((usingFinalShader && g_pConfigManager->getInt("debug:damage_tracking") == 0) || CRASHING) {
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glUniform1f(shader->time, m_tGlobalTimer.getSeconds());
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glUniform1f(shader->time, m_tGlobalTimer.getSeconds());
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} else if (usingFinalShader && shader->time > 0) {
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} else if (usingFinalShader && shader->time != -1) {
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// Don't let time be unitialised
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// Don't let time be unitialised
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glUniform1f(shader->time, 0.f);
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glUniform1f(shader->time, 0.f);
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}
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}
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if (usingFinalShader && shader->output > 0)
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if (usingFinalShader && shader->output != -1)
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glUniform1i(shader->output, m_RenderData.pMonitor->ID);
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glUniform1i(shader->output, m_RenderData.pMonitor->ID);
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if (CRASHING) {
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if (CRASHING) {
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