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https://github.com/hyprwm/Hyprland
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293e687389
* testing out an initialtime variable * Make time universally start at zero instead of exposing an initial time * Appease the CI
68 lines
1.6 KiB
C++
68 lines
1.6 KiB
C++
#pragma once
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#include "../defines.hpp"
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#include <unordered_map>
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class CShader {
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public:
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~CShader();
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GLuint program = 0;
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GLint proj = -1;
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GLint color = -1;
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GLint alphaMatte = -1;
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GLint tex = -1;
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GLint alpha = -1;
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GLint posAttrib = -1;
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GLint texAttrib = -1;
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GLint matteTexAttrib = -1;
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GLint discardOpaque = -1;
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GLint discardAlpha = -1;
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GLfloat discardAlphaValue = -1;
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GLint topLeft = -1;
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GLint bottomRight = -1;
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GLint fullSize = -1;
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GLint fullSizeUntransformed = -1;
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GLint radius = -1;
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GLint radiusOuter = -1;
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GLint thick = -1;
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GLint halfpixel = -1;
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GLint range = -1;
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GLint shadowPower = -1;
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GLint useAlphaMatte = -1; // always inverted
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GLint applyTint = -1;
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GLint tint = -1;
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GLint gradient = -1;
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GLint gradientLength = -1;
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GLint angle = -1;
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float initialTime = 0;
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GLint time = -1;
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GLint distort = -1;
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GLint wl_output = -1;
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// Blur prepare
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GLint contrast = -1;
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// Blur
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GLint passes = -1; // Used by `vibrancy`
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GLint vibrancy = -1;
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GLint vibrancy_darkness = -1;
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// Blur finish
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GLint brightness = -1;
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GLint noise = -1;
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GLint getUniformLocation(const std::string&);
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void destroy();
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private:
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std::unordered_map<std::string, GLint> m_muUniforms;
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};
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