From 0503835ee63c707f8390dd627dd949179780d9cd Mon Sep 17 00:00:00 2001 From: vaxerski <43317083+vaxerski@users.noreply.github.com> Date: Mon, 16 May 2022 21:30:11 +0200 Subject: fixed blur and shit --- src/render/OpenGL.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'src/render/OpenGL.cpp') diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index e1d7da1b..d347cbbc 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -361,7 +361,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p // get transforms for the full monitor const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL); float matrix[9]; - wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y}; + wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y}; wlr_matrix_project_box(matrix, &MONITORBOX, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix); float glMatrix[9]; @@ -404,9 +404,9 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix); glUniform1f(glGetUniformLocation(pShader->program, "radius"), BLURSIZE * (a / 255.f)); // this makes the blursize change with a if (pShader == &m_shBLUR1) - glUniform2f(glGetUniformLocation(m_shBLUR1.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecSize.y / 2.f)); + glUniform2f(glGetUniformLocation(m_shBLUR1.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f)); else - glUniform2f(glGetUniformLocation(m_shBLUR2.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecSize.y * 2.f)); + glUniform2f(glGetUniformLocation(m_shBLUR2.program, "halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f)); glUniform1i(pShader->tex, 0); glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); @@ -485,7 +485,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, pixman_region32_t inverseOpaque; pixman_region32_init(&inverseOpaque); if (a == 255.f) { - pixman_box32_t monbox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y}; + pixman_box32_t monbox = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y}; pixman_region32_copy(&inverseOpaque, &pSurface->current.opaque); pixman_region32_translate(&inverseOpaque, pBox->x, pBox->y); pixman_region32_inverse(&inverseOpaque, &inverseOpaque, &monbox); @@ -523,7 +523,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // stencil done. Render everything. - wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y}; + wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y}; if (pixman_region32_not_empty(&damage)) { // render our great blurred FB renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, 255.f, &damage); // 255.f because we adjusted blur strength to a -- cgit v1.2.3