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https://github.com/hyprwm/Hyprland.git
synced 2024-09-11 13:25:42 +03:00
fix transformed border thickness
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@ -237,6 +237,7 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shBORDER1.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shBORDER1.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed = glGetUniformLocation(prog, "fullSizeUntransformed");
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m_RenderData.pCurrentMonData->m_shBORDER1.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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m_RenderData.pCurrentMonData->m_shBORDER1.gradient = glGetUniformLocation(prog, "gradient");
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@ -863,8 +864,8 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad,
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const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
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glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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//glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed, (float)box->width, (float)box->height);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, scaledBorderSize);
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glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample, *PMULTISAMPLE);
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@ -19,6 +19,7 @@ public:
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GLint topLeft;
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GLint bottomRight;
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GLint fullSize;
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GLint fullSizeUntransformed;
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GLint radius;
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GLint primitiveMultisample;
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@ -10,6 +10,7 @@ varying vec2 v_texcoord;
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uniform vec2 topLeft;
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uniform vec2 fullSize;
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uniform vec2 fullSizeUntransformed;
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uniform float radius;
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uniform float thick;
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uniform int primitiveMultisample;
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@ -51,7 +52,7 @@ vec4 getColorForCoord(vec2 normalizedCoord) {
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void main() {
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highp vec2 pixCoord = vec2(gl_FragCoord);
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vec2 originalPixCoord = fullSize * v_texcoord;
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vec2 originalPixCoord = fullSizeUntransformed * v_texcoord;
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vec4 pixColor = getColorForCoord(v_texcoord);
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pixColor[3] *= alpha;
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@ -96,9 +97,9 @@ void main() {
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if (!done) {
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// distance to all straight bb borders
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float distanceT = originalPixCoord[1];
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float distanceB = fullSize[1] - originalPixCoord[1];
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float distanceB = fullSizeUntransformed[1] - originalPixCoord[1];
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float distanceL = originalPixCoord[0];
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float distanceR = fullSize[0] - originalPixCoord[0];
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float distanceR = fullSizeUntransformed[0] - originalPixCoord[0];
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// get the smallest
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float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
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