shadow: alpha treatment improvements

This commit is contained in:
Vaxry
2023-11-11 00:52:40 +00:00
parent 427153e86a
commit e44d6de555
2 changed files with 8 additions and 4 deletions

View File

@@ -150,8 +150,8 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
// first, clear with black (fully transparent)
g_pHyprOpenGL->clear(CColor(0, 0, 0, 1));
// render white shadow
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, 1), a);
// render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit)
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, m_pWindow->m_cRealShadowColor.col().a), a);
// render black window box ("clip")
g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), ROUNDING * pMonitor->scale);
@@ -159,7 +159,7 @@ void CHyprDropShadowDecoration::draw(CMonitor* pMonitor, float a, const Vector2D
alphaSwapFB.bind();
// alpha swap just has the shadow color. It will be the "texture" to render.
g_pHyprOpenGL->clear(m_pWindow->m_cRealShadowColor.col());
g_pHyprOpenGL->clear(m_pWindow->m_cRealShadowColor.col().stripA());
LASTFB->bind();