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refactor: improved rounded corner shader
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ab5e65e050
commit
55f8222855
3 changed files with 17 additions and 34 deletions
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@ -148,11 +148,10 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
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renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
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renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
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renderer->shaders.corner.width = glGetUniformLocation(prog, "width");
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renderer->shaders.corner.height = glGetUniformLocation(prog, "height");
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renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
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renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
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renderer->shaders.corner.thickness = glGetUniformLocation(prog, "thickness");
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renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
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renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
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// fragment shaders
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prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
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@ -393,11 +392,10 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
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glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT);
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glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT);
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glUniform1f(renderer->shaders.corner.width, box->width);
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glUniform1f(renderer->shaders.corner.height, box->height);
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glUniform2f(renderer->shaders.corner.position, box->x, box->y);
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glUniform1f(renderer->shaders.corner.radius, radius);
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glUniform1f(renderer->shaders.corner.thickness, border_thickness);
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glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0);
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glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0);
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glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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0, verts);
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