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config: Refactor class member vars (#10124)
* Refactor config classes vars * Fix clang format errors
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@@ -2344,9 +2344,9 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
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glUniformMatrix3fv(m_shaders->m_shBORDER1.proj, 1, GL_FALSE, glMatrix.getMatrix().data());
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#endif
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glUniform4fv(m_shaders->m_shBORDER1.gradient, grad.m_vColorsOkLabA.size() / 4, (float*)grad.m_vColorsOkLabA.data());
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glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad.m_vColorsOkLabA.size() / 4);
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glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad.m_fAngle / (PI / 180.0)) % 360 * (PI / 180.0));
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glUniform4fv(m_shaders->m_shBORDER1.gradient, grad.m_colorsOkLabA.size() / 4, (float*)grad.m_colorsOkLabA.data());
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glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad.m_colorsOkLabA.size() / 4);
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glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad.m_angle / (PI / 180.0)) % 360 * (PI / 180.0));
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glUniform1f(m_shaders->m_shBORDER1.alpha, a);
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glUniform1i(m_shaders->m_shBORDER1.gradient2Length, 0);
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@@ -2437,13 +2437,13 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
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glUniformMatrix3fv(m_shaders->m_shBORDER1.proj, 1, GL_FALSE, glMatrix.getMatrix().data());
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#endif
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glUniform4fv(m_shaders->m_shBORDER1.gradient, grad1.m_vColorsOkLabA.size() / 4, (float*)grad1.m_vColorsOkLabA.data());
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glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad1.m_vColorsOkLabA.size() / 4);
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glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad1.m_fAngle / (PI / 180.0)) % 360 * (PI / 180.0));
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if (grad2.m_vColorsOkLabA.size() > 0)
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glUniform4fv(m_shaders->m_shBORDER1.gradient2, grad2.m_vColorsOkLabA.size() / 4, (float*)grad2.m_vColorsOkLabA.data());
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glUniform1i(m_shaders->m_shBORDER1.gradient2Length, grad2.m_vColorsOkLabA.size() / 4);
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glUniform1f(m_shaders->m_shBORDER1.angle2, (int)(grad2.m_fAngle / (PI / 180.0)) % 360 * (PI / 180.0));
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glUniform4fv(m_shaders->m_shBORDER1.gradient, grad1.m_colorsOkLabA.size() / 4, (float*)grad1.m_colorsOkLabA.data());
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glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad1.m_colorsOkLabA.size() / 4);
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glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad1.m_angle / (PI / 180.0)) % 360 * (PI / 180.0));
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if (grad2.m_colorsOkLabA.size() > 0)
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glUniform4fv(m_shaders->m_shBORDER1.gradient2, grad2.m_colorsOkLabA.size() / 4, (float*)grad2.m_colorsOkLabA.data());
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glUniform1i(m_shaders->m_shBORDER1.gradient2Length, grad2.m_colorsOkLabA.size() / 4);
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glUniform1f(m_shaders->m_shBORDER1.angle2, (int)(grad2.m_angle / (PI / 180.0)) % 360 * (PI / 180.0));
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glUniform1f(m_shaders->m_shBORDER1.alpha, a);
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glUniform1f(m_shaders->m_shBORDER1.gradientLerp, lerp);
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