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-rw-r--r--src/render/OpenGL.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 754f3ff9..4746f5b1 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -2344,9 +2344,9 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
glUniformMatrix3fv(m_shaders->m_shBORDER1.proj, 1, GL_FALSE, glMatrix.getMatrix().data());
#endif
- glUniform4fv(m_shaders->m_shBORDER1.gradient, grad.m_vColorsOkLabA.size() / 4, (float*)grad.m_vColorsOkLabA.data());
- glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad.m_vColorsOkLabA.size() / 4);
- glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad.m_fAngle / (PI / 180.0)) % 360 * (PI / 180.0));
+ glUniform4fv(m_shaders->m_shBORDER1.gradient, grad.m_colorsOkLabA.size() / 4, (float*)grad.m_colorsOkLabA.data());
+ glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad.m_colorsOkLabA.size() / 4);
+ glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad.m_angle / (PI / 180.0)) % 360 * (PI / 180.0));
glUniform1f(m_shaders->m_shBORDER1.alpha, a);
glUniform1i(m_shaders->m_shBORDER1.gradient2Length, 0);
@@ -2437,13 +2437,13 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
glUniformMatrix3fv(m_shaders->m_shBORDER1.proj, 1, GL_FALSE, glMatrix.getMatrix().data());
#endif
- glUniform4fv(m_shaders->m_shBORDER1.gradient, grad1.m_vColorsOkLabA.size() / 4, (float*)grad1.m_vColorsOkLabA.data());
- glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad1.m_vColorsOkLabA.size() / 4);
- glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad1.m_fAngle / (PI / 180.0)) % 360 * (PI / 180.0));
- if (grad2.m_vColorsOkLabA.size() > 0)
- glUniform4fv(m_shaders->m_shBORDER1.gradient2, grad2.m_vColorsOkLabA.size() / 4, (float*)grad2.m_vColorsOkLabA.data());
- glUniform1i(m_shaders->m_shBORDER1.gradient2Length, grad2.m_vColorsOkLabA.size() / 4);
- glUniform1f(m_shaders->m_shBORDER1.angle2, (int)(grad2.m_fAngle / (PI / 180.0)) % 360 * (PI / 180.0));
+ glUniform4fv(m_shaders->m_shBORDER1.gradient, grad1.m_colorsOkLabA.size() / 4, (float*)grad1.m_colorsOkLabA.data());
+ glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad1.m_colorsOkLabA.size() / 4);
+ glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad1.m_angle / (PI / 180.0)) % 360 * (PI / 180.0));
+ if (grad2.m_colorsOkLabA.size() > 0)
+ glUniform4fv(m_shaders->m_shBORDER1.gradient2, grad2.m_colorsOkLabA.size() / 4, (float*)grad2.m_colorsOkLabA.data());
+ glUniform1i(m_shaders->m_shBORDER1.gradient2Length, grad2.m_colorsOkLabA.size() / 4);
+ glUniform1f(m_shaders->m_shBORDER1.angle2, (int)(grad2.m_angle / (PI / 180.0)) % 360 * (PI / 180.0));
glUniform1f(m_shaders->m_shBORDER1.alpha, a);
glUniform1f(m_shaders->m_shBORDER1.gradientLerp, lerp);