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