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shaders: fix missing discardAlphaZero
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cc2c270dde
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@ -213,6 +213,7 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shRGBX.discardAlphaZero = glGetUniformLocation(prog, "discardAlphaZero");
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m_RenderData.pCurrentMonData->m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius");
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@ -228,6 +229,7 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shEXT.discardAlphaZero = glGetUniformLocation(prog, "discardAlphaZero");
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m_RenderData.pCurrentMonData->m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius");
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@ -145,6 +145,7 @@ uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int discardAlphaZero;
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uniform int applyTint;
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uniform vec3 tint;
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@ -231,6 +232,7 @@ uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int discardAlphaZero;
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uniform int applyTint;
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uniform vec3 tint;
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