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opengl: switch to black-and-white for alpha mattes
also fixes shadows on 10b
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@@ -1718,7 +1718,7 @@ void CHyprOpenGLImpl::renderSnapshot(SLayerSurface** pLayer) {
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m_bEndFrame = false;
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}
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void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float a) {
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void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, const CColor& color, float a) {
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RASSERT(m_RenderData.pMonitor, "Tried to render shadow without begin()!");
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RASSERT((box->width > 0 && box->height > 0), "Tried to render shadow with width/height < 0!");
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RASSERT(m_pCurrentWindow, "Tried to render shadow without a window!");
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@@ -1737,7 +1737,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, float
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const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4);
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const auto col = m_pCurrentWindow->m_cRealShadowColor.col();
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const auto col = color;
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float matrix[9];
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wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0,
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