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opengl: remove unused alpha matte from shadow
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@@ -348,21 +348,18 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.noise = glGetUniformLocation(prog, "noise");
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prog = createProgram(QUADVERTSRC, FRAGSHADOW);
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m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
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m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shSHADOW.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte");
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m_RenderData.pCurrentMonData->m_shSHADOW.alphaMatte = glGetUniformLocation(prog, "alphaMatte");
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m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
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m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
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m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
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m_RenderData.pCurrentMonData->m_shSHADOW.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte");
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prog = createProgram(QUADVERTSRC, FRAGSHADOW);
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m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
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m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
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m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
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m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
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prog = createProgram(QUADVERTSRC, FRAGBORDER1);
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m_RenderData.pCurrentMonData->m_shBORDER1.program = prog;
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