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Normalize color storage
Colors are now normalized to 0 - 1 values instead of 0 - 255 causes calculations to be simpler and generally cleans up the codebase.
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@@ -183,5 +183,5 @@ void CHyprDebugOverlay::draw() {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, PMONITOR->vecSize.x, PMONITOR->vecSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, DATA);
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wlr_box pMonBox = {0, 0, PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y};
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g_pHyprOpenGL->renderTexture(m_tTexture, &pMonBox, 255.f);
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g_pHyprOpenGL->renderTexture(m_tTexture, &pMonBox, 1.f);
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}
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