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authorvaxerski <43317083+vaxerski@users.noreply.github.com>2023-03-30 21:08:20 +0100
committervaxerski <43317083+vaxerski@users.noreply.github.com>2023-03-30 21:08:20 +0100
commit614ea53ad73ad7fc87e9d3f9bb39235d7eaeca7e (patch)
treefb8b9c4f363b7df489764f75db155c2dd90570ab /src/render/OpenGL.cpp
parentb88de63abb41bfb8c07638e6277982503638c29d (diff)
Renderer: fix dim easing
Diffstat (limited to 'src/render/OpenGL.cpp')
-rw-r--r--src/render/OpenGL.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 10ab3687..8b5fb2ef 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -573,7 +573,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUniform1f(shader->radius, round);
glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
- if (allowDim && m_pCurrentWindow && *PDIMINACTIVE && m_pCurrentWindow != g_pCompositor->m_pLastWindow) {
+ if (allowDim && m_pCurrentWindow && *PDIMINACTIVE) {
glUniform1i(shader->applyTint, 1);
const auto DIM = m_pCurrentWindow->m_fDimPercent.fl();
glUniform3f(shader->tint, 1.f - DIM, 1.f - DIM, 1.f - DIM);