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authorWilliam McKinnon <[email protected]>2024-09-18 06:38:01 -0400
committerGitHub <[email protected]>2024-09-18 12:38:01 +0200
commit9b30e2d5e97c455d5a8c0e6b5e37ce50a4e3db81 (patch)
treef88ad21157e183084999c408a82a9c3a6e280539 /render/fx_renderer/shaders.c
parentb05b1732f4e8423145cb2f9e84a6d43e28c26557 (diff)
feat: removed stencil from shadow rendering (#61)
* removed stencil from shadow rendering * removed the rest of the stencil mask * fix * Don't render inner region of shadow --------- Co-authored-by: Erik Reider <[email protected]>
Diffstat (limited to 'render/fx_renderer/shaders.c')
-rw-r--r--render/fx_renderer/shaders.c19
1 files changed, 1 insertions, 18 deletions
diff --git a/render/fx_renderer/shaders.c b/render/fx_renderer/shaders.c
index ad8fb3c..064136d 100644
--- a/render/fx_renderer/shaders.c
+++ b/render/fx_renderer/shaders.c
@@ -12,7 +12,6 @@
#include "quad_round_frag_src.h"
#include "tex_frag_src.h"
#include "rounded_border_corner_frag_src.h"
-#include "stencil_mask_frag_src.h"
#include "box_shadow_frag_src.h"
#include "blur1_frag_src.h"
#include "blur2_frag_src.h"
@@ -153,7 +152,7 @@ bool link_tex_program(struct tex_shader *shader,
shader->alpha = glGetUniformLocation(prog, "alpha");
shader->pos_attrib = glGetAttribLocation(prog, "pos");
shader->tex_proj = glGetUniformLocation(prog, "tex_proj");
- shader->size = glGetUniformLocation(prog, "size");
+ shader->half_size = glGetUniformLocation(prog, "half_size");
shader->position = glGetUniformLocation(prog, "position");
shader->radius = glGetUniformLocation(prog, "radius");
shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar");
@@ -186,22 +185,6 @@ bool link_rounded_border_corner_program(struct rounded_border_corner_shader *sha
return true;
}
-bool link_stencil_mask_program(struct stencil_mask_shader *shader) {
- GLuint prog;
- shader->program = prog = link_program(stencil_mask_frag_src);
- if (!shader->program) {
- return false;
- }
-
- shader->proj = glGetUniformLocation(prog, "proj");
- shader->pos_attrib = glGetAttribLocation(prog, "pos");
- shader->position = glGetUniformLocation(prog, "position");
- shader->half_size = glGetUniformLocation(prog, "half_size");
- shader->radius = glGetUniformLocation(prog, "radius");
-
- return true;
-}
-
bool link_box_shadow_program(struct box_shadow_shader *shader) {
GLuint prog;
shader->program = prog = link_program(box_shadow_frag_src);