From 55f8222855b7775535685b7c91f2ccb853d0c838 Mon Sep 17 00:00:00 2001 From: Will McKinnon Date: Wed, 26 Oct 2022 00:25:33 -0400 Subject: refactor: improved rounded corner shader --- sway/desktop/fx_renderer.c | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) (limited to 'sway/desktop/fx_renderer.c') 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); -- cgit v1.2.3