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synced 2025-08-17 21:13:48 -07:00
fix custom rounding in shadow deco
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@@ -80,6 +80,8 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a) {
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return; // cannot parse
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}
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const auto ROUNDING = !m_pWindow->m_sSpecialRenderData.rounding ? 0 : (m_pWindow->m_sAdditionalConfigData.rounding == -1 ? *PROUNDING : m_pWindow->m_sAdditionalConfigData.rounding);
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// update the extents
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m_seExtents = {{*PSHADOWSIZE + 2 - offset.x, *PSHADOWSIZE + 2 - offset.y}, {*PSHADOWSIZE + 2 + offset.x, *PSHADOWSIZE + 2 + offset.y}};
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@@ -113,15 +115,15 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a) {
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glDisable(GL_STENCIL_TEST);
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return; // prevent assert failed
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}
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g_pHyprOpenGL->renderRect(&windowBox, CColor(0,0,0,0), *PROUNDING * pMonitor->scale);
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g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 0), ROUNDING * pMonitor->scale);
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glStencilFunc(GL_NOTEQUAL, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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}
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scaleBox(&fullBox, pMonitor->scale);
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, *PROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, a);
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if (*PSHADOWIGNOREWINDOW) {
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// cleanup
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