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screenshader: rename output uniform to wl_output (#4606)
* screenshader: rename output uniform to monitor * rename to wl_output
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@@ -526,10 +526,10 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
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return;
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}
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m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
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m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
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m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time");
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m_sFinalScreenShader.output = glGetUniformLocation(m_sFinalScreenShader.program, "output");
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m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
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m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
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m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time");
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m_sFinalScreenShader.wl_output = glGetUniformLocation(m_sFinalScreenShader.program, "wl_output");
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if (m_sFinalScreenShader.time != -1 && g_pConfigManager->getInt("debug:damage_tracking") != 0 && !g_pHyprRenderer->m_bCrashingInProgress) {
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// The screen shader uses the "time" uniform
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// Since the screen shader could change every frame, damage tracking *needs* to be disabled
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@@ -821,8 +821,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, CBox*
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glUniform1f(shader->time, 0.f);
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}
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if (usingFinalShader && shader->output != -1)
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glUniform1i(shader->output, m_RenderData.pMonitor->ID);
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if (usingFinalShader && shader->wl_output != -1)
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glUniform1i(shader->wl_output, m_RenderData.pMonitor->ID);
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if (CRASHING) {
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glUniform1f(shader->distort, g_pHyprRenderer->m_fCrashingDistort);
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