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authorWill McKinnon <[email protected]>2022-10-26 00:25:33 -0400
committerWill McKinnon <[email protected]>2022-10-26 00:25:33 -0400
commit55f8222855b7775535685b7c91f2ccb853d0c838 (patch)
tree37098c48e0722f6e86770251d7eeaca95f0bdb8d /sway/desktop/fx_renderer.c
parentab5e65e050d04bdb4638a8cb6e8632f337a46292 (diff)
refactor: improved rounded corner shader
Diffstat (limited to 'sway/desktop/fx_renderer.c')
-rw-r--r--sway/desktop/fx_renderer.c10
1 files changed, 4 insertions, 6 deletions
diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c
index eb281bd5..7c8ebc43 100644
--- a/sway/desktop/fx_renderer.c
+++ b/sway/desktop/fx_renderer.c
@@ -148,11 +148,10 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
- renderer->shaders.corner.width = glGetUniformLocation(prog, "width");
- renderer->shaders.corner.height = glGetUniformLocation(prog, "height");
renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
- renderer->shaders.corner.thickness = glGetUniformLocation(prog, "thickness");
+ renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
+ renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
// fragment shaders
prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
@@ -393,11 +392,10 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT);
glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT);
- glUniform1f(renderer->shaders.corner.width, box->width);
- glUniform1f(renderer->shaders.corner.height, box->height);
glUniform2f(renderer->shaders.corner.position, box->x, box->y);
glUniform1f(renderer->shaders.corner.radius, radius);
- glUniform1f(renderer->shaders.corner.thickness, border_thickness);
+ glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0);
+ glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0);
glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);