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https://github.com/hyprwm/Hyprland
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Don't pass bottomRight to textureShaders compute it within.
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1424539e4d
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2 changed files with 1 additions and 9 deletions
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@ -152,7 +152,6 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shQUAD.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shQUAD.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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@ -166,7 +165,6 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shRGBA.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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@ -182,7 +180,6 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shRGBX.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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@ -198,7 +195,6 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shEXT.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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@ -6,6 +6,7 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
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return R"#(
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// branchless baby!
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vec2 bottomRight = fullSize - radius;
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vec2 pixCoord = v_texcoord - vec2(0.5);
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pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
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pixCoord -= (bottomRight - topLeft) * vec2(0.5);
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@ -59,7 +60,6 @@ varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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@ -88,7 +88,6 @@ void main() {
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v_texcoord = texcoord;
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})#";
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// this is texture rendering!!
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inline const std::string TEXFRAGSRCRGBA = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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@ -96,7 +95,6 @@ uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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@ -134,7 +132,6 @@ uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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@ -221,7 +218,6 @@ uniform samplerExternalOES texture0;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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