renderer: fix funky corners

oopsie
This commit is contained in:
Vaxry
2025-01-26 15:19:42 +00:00
parent efe29a2461
commit bb5b09def0

View File

@@ -2229,7 +2229,7 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.alpha, a);
glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.gradient2Length, 0);
CBox transformedBox = box;
CBox transformedBox = newBox;
transformedBox.transform(wlTransformToHyprutils(invertTransform(m_RenderData.pMonitor->transform)), m_RenderData.pMonitor->vecTransformedSize.x,
m_RenderData.pMonitor->vecTransformedSize.y);
@@ -2238,7 +2238,7 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed, (float)box.width, (float)box.height);
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed, (float)newBox.width, (float)newBox.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);
@@ -2326,7 +2326,7 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.alpha, a);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.gradientLerp, lerp);
CBox transformedBox = box;
CBox transformedBox = newBox;
transformedBox.transform(wlTransformToHyprutils(invertTransform(m_RenderData.pMonitor->transform)), m_RenderData.pMonitor->vecTransformedSize.x,
m_RenderData.pMonitor->vecTransformedSize.y);
@@ -2335,7 +2335,7 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed, (float)box.width, (float)box.height);
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed, (float)newBox.width, (float)newBox.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);