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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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@@ -348,7 +348,7 @@ bool CToplevelExportProtocolManager::copyFrameShm(SToplevelFrame* frame, timespe
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pixman_region32_init_rect(&fakeDamage, 0, 0, PMONITOR->vecPixelSize.x * 10, PMONITOR->vecPixelSize.y * 10);
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g_pHyprOpenGL->begin(PMONITOR, &fakeDamage, true);
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g_pHyprOpenGL->clear(CColor(0, 0, 0, 255));
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g_pHyprOpenGL->clear(CColor(0, 0, 0, 1.0));
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// render client at 0,0
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g_pHyprRenderer->m_bBlockSurfaceFeedback = g_pHyprRenderer->shouldRenderWindow(frame->pWindow); // block the feedback to avoid spamming the surface if it's visible
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