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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
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@@ -460,11 +460,12 @@ void CHyprRenderer::renderWindow(PHLWINDOW pWindow, PHLMONITOR pMonitor, timespe
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renderdata.dontRound = pWindow->isEffectiveInternalFSMode(FSMODE_FULLSCREEN) || pWindow->m_sWindowData.noRounding.valueOrDefault();
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renderdata.fadeAlpha = pWindow->m_fAlpha.value() * (pWindow->m_bPinned || USE_WORKSPACE_FADE_ALPHA ? 1.f : PWORKSPACE->m_fAlpha.value()) *
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(USE_WORKSPACE_FADE_ALPHA ? pWindow->m_fMovingToWorkspaceAlpha.value() : 1.F) * pWindow->m_fMovingFromWorkspaceAlpha.value();
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renderdata.alpha = pWindow->m_fActiveInactiveAlpha.value();
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renderdata.decorate = decorate && !pWindow->m_bX11DoesntWantBorders && !pWindow->isEffectiveInternalFSMode(FSMODE_FULLSCREEN);
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renderdata.rounding = ignoreAllGeometry || renderdata.dontRound ? 0 : pWindow->rounding() * pMonitor->scale;
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renderdata.blur = !ignoreAllGeometry && *PBLUR && !DONT_BLUR;
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renderdata.pWindow = pWindow;
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renderdata.alpha = pWindow->m_fActiveInactiveAlpha.value();
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renderdata.decorate = decorate && !pWindow->m_bX11DoesntWantBorders && !pWindow->isEffectiveInternalFSMode(FSMODE_FULLSCREEN);
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renderdata.rounding = ignoreAllGeometry || renderdata.dontRound ? 0 : pWindow->rounding() * pMonitor->scale;
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renderdata.roundingPower = ignoreAllGeometry || renderdata.dontRound ? 2.0f : pWindow->roundingPower();
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renderdata.blur = !ignoreAllGeometry && *PBLUR && !DONT_BLUR;
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renderdata.pWindow = pWindow;
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if (ignoreAllGeometry) {
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renderdata.alpha = 1.f;
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