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minor cleanup
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1 changed files with 0 additions and 42 deletions
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@ -18,8 +18,6 @@
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#include "sway/output.h"
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#include "sway/output.h"
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#include "sway/server.h"
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#include "sway/server.h"
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// TODO: update to hyprland shaders (add sup for rounded corners + add blur shaders)
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/************************
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/************************
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Shaders
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Shaders
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*************************/
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*************************/
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@ -298,46 +296,6 @@ void fx_renderer_scissor(struct wlr_box *box) {
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Rendering Functions
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Rendering Functions
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*************************/
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*************************/
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/*
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static void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box
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*box, const float color[static 4], const float projection[static 9]) { if
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(box->width == 0 || box->height == 0) { return;
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}
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assert(box->width > 0 && box->height > 0);
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float matrix[9];
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wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0,
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projection);
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be
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set to GL_FALSE wlr_matrix_transpose(gl_matrix, gl_matrix);
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if (color[3] == 1.0) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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}
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glUseProgram(renderer->shaders.quad.program);
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glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
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glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2],
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color[3]);
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glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT,
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GL_FALSE, 0, verts);
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glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
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}
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*/
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bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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struct wlr_texture *wlr_texture, const struct wlr_fbox *box,
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struct wlr_texture *wlr_texture, const struct wlr_fbox *box,
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const float matrix[static 9], float alpha) {
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const float matrix[static 9], float alpha) {
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