diff options
Diffstat (limited to 'src/render/pass/SurfacePassElement.cpp')
| -rw-r--r-- | src/render/pass/SurfacePassElement.cpp | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/src/render/pass/SurfacePassElement.cpp b/src/render/pass/SurfacePassElement.cpp index 38de5210..89d4301c 100644 --- a/src/render/pass/SurfacePassElement.cpp +++ b/src/render/pass/SurfacePassElement.cpp @@ -58,8 +58,9 @@ void CSurfacePassElement::draw(const CRegion& damage) { auto PSURFACE = CWLSurface::fromResource(data.surface); - const float ALPHA = data.alpha * data.fadeAlpha * (PSURFACE ? PSURFACE->m_pAlphaModifier : 1.F); - const bool BLUR = data.blur && (!TEXTURE->m_bOpaque || ALPHA < 1.F); + const float ALPHA = data.alpha * data.fadeAlpha * (PSURFACE ? PSURFACE->m_pAlphaModifier : 1.F); + const float OVERALL_ALPHA = PSURFACE ? PSURFACE->m_fOverallOpacity : 1.F; + const bool BLUR = data.blur && (!TEXTURE->m_bOpaque || ALPHA < 1.F || OVERALL_ALPHA < 1.F); auto windowBox = getTexBox(); @@ -107,14 +108,14 @@ void CSurfacePassElement::draw(const CRegion& damage) { // to what we do for misaligned surfaces (blur the entire thing and then render shit without blur) if (data.surfaceCounter == 0 && !data.popup) { if (BLUR) - g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, data.surface, rounding, data.blockBlurOptimization, data.fadeAlpha); + g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, data.surface, rounding, data.blockBlurOptimization, data.fadeAlpha, OVERALL_ALPHA); else - g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding, false, true); + g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA * OVERALL_ALPHA, rounding, false, true); } else { if (BLUR && data.popup) - g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, data.surface, rounding, true, data.fadeAlpha); + g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, data.surface, rounding, true, data.fadeAlpha, OVERALL_ALPHA); else - g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding, false, true); + g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA * OVERALL_ALPHA, rounding, false, true); } if (!g_pHyprRenderer->m_bBlockSurfaceFeedback) |
