diff options
author | Will McKinnon <[email protected]> | 2022-10-26 00:25:33 -0400 |
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committer | Will McKinnon <[email protected]> | 2022-10-26 00:25:33 -0400 |
commit | 55f8222855b7775535685b7c91f2ccb853d0c838 (patch) | |
tree | 37098c48e0722f6e86770251d7eeaca95f0bdb8d /sway/desktop/fx_renderer.c | |
parent | ab5e65e050d04bdb4638a8cb6e8632f337a46292 (diff) |
refactor: improved rounded corner shader
Diffstat (limited to 'sway/desktop/fx_renderer.c')
-rw-r--r-- | sway/desktop/fx_renderer.c | 10 |
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); |