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https://github.com/hyprwm/Hyprland.git
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renderer: Added a pointer position uniform to the screen shader. (#10821)
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@@ -10,6 +10,7 @@
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#include "../helpers/MiscFunctions.hpp"
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#include "../config/ConfigValue.hpp"
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#include "../config/ConfigManager.hpp"
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#include "../managers/PointerManager.hpp"
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#include "../desktop/LayerSurface.hpp"
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#include "../protocols/LayerShell.hpp"
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#include "../protocols/core/Compositor.hpp"
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@@ -1224,9 +1225,10 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
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return;
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}
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m_finalScreenShader.uniformLocations[SHADER_PROJ] = glGetUniformLocation(m_finalScreenShader.program, "proj");
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m_finalScreenShader.uniformLocations[SHADER_TEX] = glGetUniformLocation(m_finalScreenShader.program, "tex");
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m_finalScreenShader.uniformLocations[SHADER_TIME] = glGetUniformLocation(m_finalScreenShader.program, "time");
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m_finalScreenShader.uniformLocations[SHADER_POINTER] = glGetUniformLocation(m_finalScreenShader.program, "pointer_position");
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m_finalScreenShader.uniformLocations[SHADER_PROJ] = glGetUniformLocation(m_finalScreenShader.program, "proj");
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m_finalScreenShader.uniformLocations[SHADER_TEX] = glGetUniformLocation(m_finalScreenShader.program, "tex");
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m_finalScreenShader.uniformLocations[SHADER_TIME] = glGetUniformLocation(m_finalScreenShader.program, "time");
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if (m_finalScreenShader.uniformLocations[SHADER_TIME] != -1)
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m_finalScreenShader.initialTime = m_globalTimer.getSeconds();
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m_finalScreenShader.uniformLocations[SHADER_WL_OUTPUT] = glGetUniformLocation(m_finalScreenShader.program, "wl_output");
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@@ -1241,6 +1243,12 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
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}
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m_finalScreenShader.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(m_finalScreenShader.program, "texcoord");
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m_finalScreenShader.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(m_finalScreenShader.program, "pos");
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if (m_finalScreenShader.uniformLocations[SHADER_POINTER] != -1 && *PDT != 0 && !g_pHyprRenderer->m_crashingInProgress) {
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// The screen shader uses the "pointer_position" uniform
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// Since the screen shader could change every frame, damage tracking *needs* to be disabled
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g_pConfigManager->addParseError("Screen shader: Screen shader uses uniform 'pointerPosition', which requires debug:damage_tracking to be switched off.\n"
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"WARNING: Disabling damage tracking will *massively* increase GPU utilization!");
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}
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m_finalScreenShader.createVao();
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}
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@@ -1600,6 +1608,14 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(SP<CTexture> tex, const CB
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shader->setUniformFloat2(SHADER_FULL_SIZE, m_renderData.pMonitor->m_pixelSize.x, m_renderData.pMonitor->m_pixelSize.y);
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}
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if (usingFinalShader && *PDT == 0) {
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PHLMONITORREF pMonitor = m_renderData.pMonitor;
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Vector2D p = ((g_pInputManager->getMouseCoordsInternal() - pMonitor->m_position) * pMonitor->m_scale);
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p = p.transform(wlTransformToHyprutils(pMonitor->m_transform), pMonitor->m_pixelSize);
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shader->setUniformFloat2(SHADER_POINTER, p.x / pMonitor->m_pixelSize.x, p.y / pMonitor->m_pixelSize.y);
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} else if (usingFinalShader)
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shader->setUniformFloat2(SHADER_POINTER, 0.f, 0.f);
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if (CRASHING) {
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shader->setUniformFloat(SHADER_DISTORT, g_pHyprRenderer->m_crashingDistort);
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shader->setUniformFloat2(SHADER_FULL_SIZE, m_renderData.pMonitor->m_pixelSize.x, m_renderData.pMonitor->m_pixelSize.y);
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