renderer: Add supercircular window corners (#8943)

renderer: Add supercircular shadows and borders

config: Add rounding_power to default and example configs

rule: add `roundingpower` window rule
This commit is contained in:
Pollux
2025-01-05 12:38:49 -06:00
committed by GitHub
parent b0bae15499
commit a5c14370c1
26 changed files with 228 additions and 173 deletions

View File

@@ -971,14 +971,15 @@ void CHyprOpenGLImpl::setDamage(const CRegion& damage_, std::optional<CRegion> f
}
void CHyprOpenGLImpl::initShaders() {
GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
m_RenderData.pCurrentMonData->m_shQUAD.program = prog;
m_RenderData.pCurrentMonData->m_shQUAD.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shQUAD.color = glGetUniformLocation(prog, "color");
m_RenderData.pCurrentMonData->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shQUAD.radius = glGetUniformLocation(prog, "radius");
GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
m_RenderData.pCurrentMonData->m_shQUAD.program = prog;
m_RenderData.pCurrentMonData->m_shQUAD.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shQUAD.color = glGetUniformLocation(prog, "color");
m_RenderData.pCurrentMonData->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shQUAD.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shQUAD.roundingPower = glGetUniformLocation(prog, "roundingPower");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
m_RenderData.pCurrentMonData->m_shRGBA.program = prog;
@@ -995,6 +996,7 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shRGBA.roundingPower = glGetUniformLocation(prog, "roundingPower");
m_RenderData.pCurrentMonData->m_shRGBA.applyTint = glGetUniformLocation(prog, "applyTint");
m_RenderData.pCurrentMonData->m_shRGBA.tint = glGetUniformLocation(prog, "tint");
m_RenderData.pCurrentMonData->m_shRGBA.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte");
@@ -1037,6 +1039,7 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shRGBX.roundingPower = glGetUniformLocation(prog, "roundingPower");
m_RenderData.pCurrentMonData->m_shRGBX.applyTint = glGetUniformLocation(prog, "applyTint");
m_RenderData.pCurrentMonData->m_shRGBX.tint = glGetUniformLocation(prog, "tint");
@@ -1053,6 +1056,7 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shEXT.roundingPower = glGetUniformLocation(prog, "roundingPower");
m_RenderData.pCurrentMonData->m_shEXT.applyTint = glGetUniformLocation(prog, "applyTint");
m_RenderData.pCurrentMonData->m_shEXT.tint = glGetUniformLocation(prog, "tint");
@@ -1097,18 +1101,19 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness");
m_RenderData.pCurrentMonData->m_shBLURFINISH.noise = glGetUniformLocation(prog, "noise");
prog = createProgram(QUADVERTSRC, FRAGSHADOW);
m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
prog = createProgram(QUADVERTSRC, FRAGSHADOW);
m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shSHADOW.roundingPower = glGetUniformLocation(prog, "roundingPower");
m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
prog = createProgram(QUADVERTSRC, FRAGBORDER1);
m_RenderData.pCurrentMonData->m_shBORDER1.program = prog;
@@ -1122,6 +1127,7 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed = glGetUniformLocation(prog, "fullSizeUntransformed");
m_RenderData.pCurrentMonData->m_shBORDER1.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shBORDER1.radiusOuter = glGetUniformLocation(prog, "radiusOuter");
m_RenderData.pCurrentMonData->m_shBORDER1.roundingPower = glGetUniformLocation(prog, "roundingPower");
m_RenderData.pCurrentMonData->m_shBORDER1.gradient = glGetUniformLocation(prog, "gradient");
m_RenderData.pCurrentMonData->m_shBORDER1.gradient2 = glGetUniformLocation(prog, "gradient2");
m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength = glGetUniformLocation(prog, "gradientLength");
@@ -1244,12 +1250,12 @@ void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h
scissor(&box, transform);
}
void CHyprOpenGLImpl::renderRect(CBox* box, const CHyprColor& col, int round) {
void CHyprOpenGLImpl::renderRect(CBox* box, const CHyprColor& col, int round, float roundingPower) {
if (!m_RenderData.damage.empty())
renderRectWithDamage(box, col, m_RenderData.damage, round);
renderRectWithDamage(box, col, m_RenderData.damage, round, roundingPower);
}
void CHyprOpenGLImpl::renderRectWithBlur(CBox* box, const CHyprColor& col, int round, float blurA, bool xray) {
void CHyprOpenGLImpl::renderRectWithBlur(CBox* box, const CHyprColor& col, int round, float roundingPower, float blurA, bool xray) {
if (m_RenderData.damage.empty())
return;
@@ -1271,7 +1277,7 @@ void CHyprOpenGLImpl::renderRectWithBlur(CBox* box, const CHyprColor& col, int r
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
renderRect(box, CHyprColor(0, 0, 0, 0), round);
renderRect(box, CHyprColor(0, 0, 0, 0), round, roundingPower);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 1, 0xFF);
@@ -1282,7 +1288,7 @@ void CHyprOpenGLImpl::renderRectWithBlur(CBox* box, const CHyprColor& col, int r
m_bEndFrame = true; // fix transformed
const auto SAVEDRENDERMODIF = m_RenderData.renderModif;
m_RenderData.renderModif = {}; // fix shit
renderTextureInternalWithDamage(POUTFB->getTexture(), &MONITORBOX, blurA, damage, 0, false, false, false);
renderTextureInternalWithDamage(POUTFB->getTexture(), &MONITORBOX, blurA, damage, 0, 2.0f, false, false, false);
m_bEndFrame = false;
m_RenderData.renderModif = SAVEDRENDERMODIF;
@@ -1293,10 +1299,10 @@ void CHyprOpenGLImpl::renderRectWithBlur(CBox* box, const CHyprColor& col, int r
glStencilFunc(GL_ALWAYS, 1, 0xFF);
scissor((CBox*)nullptr);
renderRectWithDamage(box, col, m_RenderData.damage, round);
renderRectWithDamage(box, col, m_RenderData.damage, round, roundingPower);
}
void CHyprOpenGLImpl::renderRectWithDamage(CBox* box, const CHyprColor& col, const CRegion& damage, int round) {
void CHyprOpenGLImpl::renderRectWithDamage(CBox* box, const CHyprColor& col, const CRegion& damage, int round, float roundingPower) {
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
@@ -1334,6 +1340,7 @@ void CHyprOpenGLImpl::renderRectWithDamage(CBox* box, const CHyprColor& col, con
glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_RenderData.pCurrentMonData->m_shQUAD.radius, round);
glUniform1f(m_RenderData.pCurrentMonData->m_shQUAD.roundingPower, roundingPower);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@@ -1361,25 +1368,25 @@ void CHyprOpenGLImpl::renderRectWithDamage(CBox* box, const CHyprColor& col, con
scissor((CBox*)nullptr);
}
void CHyprOpenGLImpl::renderTexture(SP<CTexture> tex, CBox* pBox, float alpha, int round, bool discardActive, bool allowCustomUV) {
void CHyprOpenGLImpl::renderTexture(SP<CTexture> tex, CBox* pBox, float alpha, int round, float roundingPower, bool discardActive, bool allowCustomUV) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.damage, round, discardActive, false, allowCustomUV, true);
renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.damage, round, roundingPower, discardActive, false, allowCustomUV, true);
scissor((CBox*)nullptr);
}
void CHyprOpenGLImpl::renderTextureWithDamage(SP<CTexture> tex, CBox* pBox, const CRegion& damage, float alpha, int round, bool discardActive, bool allowCustomUV,
SP<CSyncTimeline> waitTimeline, uint64_t waitPoint) {
void CHyprOpenGLImpl::renderTextureWithDamage(SP<CTexture> tex, CBox* pBox, const CRegion& damage, float alpha, int round, float roundingPower, bool discardActive,
bool allowCustomUV, SP<CSyncTimeline> waitTimeline, uint64_t waitPoint) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
renderTextureInternalWithDamage(tex, pBox, alpha, damage, round, discardActive, false, allowCustomUV, true, waitTimeline, waitPoint);
renderTextureInternalWithDamage(tex, pBox, alpha, damage, round, roundingPower, discardActive, false, allowCustomUV, true, waitTimeline, waitPoint);
scissor((CBox*)nullptr);
}
void CHyprOpenGLImpl::renderTextureInternalWithDamage(SP<CTexture> tex, CBox* pBox, float alpha, const CRegion& damage, int round, bool discardActive, bool noAA,
bool allowCustomUV, bool allowDim, SP<CSyncTimeline> waitTimeline, uint64_t waitPoint) {
void CHyprOpenGLImpl::renderTextureInternalWithDamage(SP<CTexture> tex, CBox* pBox, float alpha, const CRegion& damage, int round, float roundingPower, bool discardActive,
bool noAA, bool allowCustomUV, bool allowDim, SP<CSyncTimeline> waitTimeline, uint64_t waitPoint) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex->m_iTexID > 0), "Attempted to draw nullptr texture!");
@@ -1506,6 +1513,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(SP<CTexture> tex, CBox* pB
glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
glUniform2f(shader->fullSize, FULLSIZE.x, FULLSIZE.y);
glUniform1f(shader->radius, round);
glUniform1f(shader->roundingPower, roundingPower);
if (allowDim && m_RenderData.currentWindow) {
glUniform1i(shader->applyTint, 1);
@@ -1997,7 +2005,7 @@ void CHyprOpenGLImpl::preBlurForCurrentMonitor() {
clear(CHyprColor(0, 0, 0, 0));
m_bEndFrame = true; // fix transformed
renderTextureInternalWithDamage(POUTFB->getTexture(), &wholeMonitor, 1, fakeDamage, 0, false, true, false);
renderTextureInternalWithDamage(POUTFB->getTexture(), &wholeMonitor, 1, fakeDamage, 0, 2.0f, false, true, false);
m_bEndFrame = false;
m_RenderData.currentFB->bind();
@@ -2045,8 +2053,8 @@ bool CHyprOpenGLImpl::shouldUseNewBlurOptimizations(PHLLS pLayer, PHLWINDOW pWin
return false;
}
void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, CBox* pBox, float a, SP<CWLSurfaceResource> pSurface, int round, bool blockBlurOptimization, float blurA,
float overallA) {
void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, CBox* pBox, float a, SP<CWLSurfaceResource> pSurface, int round, float roundingPower, bool blockBlurOptimization,
float blurA, float overallA) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
static auto PNOBLUROVERSIZED = CConfigValue<Hyprlang::INT>("decoration:no_blur_on_oversized");
@@ -2063,7 +2071,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, CBox* pBox, float
m_RenderData.renderModif.applyToRegion(texDamage);
if (*PNOBLUROVERSIZED && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) {
renderTexture(tex, pBox, a, round, false, true);
renderTexture(tex, pBox, a, round, roundingPower, false, true);
return;
}
@@ -2076,7 +2084,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, CBox* pBox, float
inverseOpaque.invert(&surfbox).intersect(0, 0, pSurface->current.size.x * pSurface->current.scale, pSurface->current.size.y * pSurface->current.scale);
if (inverseOpaque.empty()) {
renderTexture(tex, pBox, a, round, false, true);
renderTexture(tex, pBox, a, round, roundingPower, false, true);
return;
}
} else {
@@ -2112,9 +2120,9 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, CBox* pBox, float
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (USENEWOPTIMIZE && !(m_RenderData.discardMode & DISCARD_ALPHA))
renderRect(pBox, CHyprColor(0, 0, 0, 0), round);
renderRect(pBox, CHyprColor(0, 0, 0, 0), round, roundingPower);
else
renderTexture(tex, pBox, a, round, true, true); // discard opaque
renderTexture(tex, pBox, a, round, roundingPower, true, true); // discard opaque
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 1, 0xFF);
@@ -2127,7 +2135,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, CBox* pBox, float
setMonitorTransformEnabled(true);
if (!USENEWOPTIMIZE)
setRenderModifEnabled(false);
renderTextureInternalWithDamage(POUTFB->getTexture(), &MONITORBOX, (*PBLURIGNOREOPACITY ? blurA : a * blurA) * overallA, texDamage, 0, false, false, false);
renderTextureInternalWithDamage(POUTFB->getTexture(), &MONITORBOX, (*PBLURIGNOREOPACITY ? blurA : a * blurA) * overallA, texDamage, 0, 2.0f, false, false, false);
if (!USENEWOPTIMIZE)
setRenderModifEnabled(true);
setMonitorTransformEnabled(false);
@@ -2138,14 +2146,14 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, CBox* pBox, float
// draw window
glDisable(GL_STENCIL_TEST);
renderTextureInternalWithDamage(tex, pBox, a * overallA, texDamage, round, false, false, true, true);
renderTextureInternalWithDamage(tex, pBox, a * overallA, texDamage, round, roundingPower, false, false, true, true);
glStencilMask(0xFF);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
scissor((CBox*)nullptr);
}
void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad, int round, int borderSize, float a, int outerRound) {
void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad, int round, float roundingPower, int borderSize, float a, int outerRound) {
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
@@ -2207,6 +2215,7 @@ void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad, in
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed, (float)box->width, (float)box->height);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radiusOuter, outerRound == -1 ? round : outerRound);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.roundingPower, roundingPower);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, scaledBorderSize);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@@ -2238,7 +2247,8 @@ void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad, in
blend(BLEND);
}
void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad1, const CGradientValueData& grad2, float lerp, int round, int borderSize, float a, int outerRound) {
void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad1, const CGradientValueData& grad2, float lerp, int round, float roundingPower, int borderSize, float a,
int outerRound) {
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
@@ -2304,6 +2314,7 @@ void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad1, c
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed, (float)box->width, (float)box->height);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radiusOuter, outerRound == -1 ? round : outerRound);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.roundingPower, roundingPower);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, scaledBorderSize);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@@ -2335,7 +2346,7 @@ void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad1, c
blend(BLEND);
}
void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, const CHyprColor& color, float a) {
void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, float roundingPower, int range, const CHyprColor& color, float a) {
RASSERT(m_RenderData.pMonitor, "Tried to render shadow without begin()!");
RASSERT((box->width > 0 && box->height > 0), "Tried to render shadow with width/height < 0!");
RASSERT(m_RenderData.currentWindow, "Tried to render shadow without a window!");
@@ -2381,6 +2392,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, const
glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.radius, range + round);
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.roundingPower, roundingPower);
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range);
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER);
@@ -2421,7 +2433,7 @@ void CHyprOpenGLImpl::saveBufferForMirror(CBox* box) {
blend(false);
renderTexture(m_RenderData.currentFB->getTexture(), box, 1.f, 0, false, false);
renderTexture(m_RenderData.currentFB->getTexture(), box, 1.f, 0, 2.0f, false, false);
blend(true);