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-rw-r--r--src/render/decorations/CHyprDropShadowDecoration.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/render/decorations/CHyprDropShadowDecoration.cpp b/src/render/decorations/CHyprDropShadowDecoration.cpp
index 68a82c3a..ac6c5b43 100644
--- a/src/render/decorations/CHyprDropShadowDecoration.cpp
+++ b/src/render/decorations/CHyprDropShadowDecoration.cpp
@@ -150,8 +150,8 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
// first, clear with black (fully transparent)
g_pHyprOpenGL->clear(CColor(0, 0, 0, 1));
- // render white shadow
- g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, 1), a);
+ // render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit)
+ g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, m_pWindow->m_cRealShadowColor.col().a), a);
// render black window box ("clip")
g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), ROUNDING * pMonitor->scale);
@@ -159,7 +159,7 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
alphaSwapFB.bind();
// alpha swap just has the shadow color. It will be the "texture" to render.
- g_pHyprOpenGL->clear(m_pWindow->m_cRealShadowColor.col());
+ g_pHyprOpenGL->clear(m_pWindow->m_cRealShadowColor.col().stripA());
LASTFB->bind();