diff options
Diffstat (limited to 'src/backend/gl')
| -rw-r--r-- | src/backend/gl/gl_common.c | 6 | ||||
| -rw-r--r-- | src/backend/gl/gl_common.h | 1 | ||||
| -rw-r--r-- | src/backend/gl/shaders.c | 6 |
3 files changed, 9 insertions, 4 deletions
diff --git a/src/backend/gl/gl_common.c b/src/backend/gl/gl_common.c index a7d2aab..a9ded56 100644 --- a/src/backend/gl/gl_common.c +++ b/src/backend/gl/gl_common.c @@ -382,8 +382,9 @@ static void _gl_compose(backend_t *base, struct backend_image *img, GLuint targe if (win_shader->uniform_invert_color >= 0) { glUniform1i(win_shader->uniform_invert_color, img->color_inverted); } - if (win_shader->uniform_tex >= 0) { - glUniform1i(win_shader->uniform_tex, 0); + if (win_shader->uniform_effective_size >= 0) { + glUniform2f(win_shader->uniform_effective_size, (float)img->ewidth, + (float)img->eheight); } if (win_shader->uniform_dim >= 0) { glUniform1f(win_shader->uniform_dim, (float)img->dim); @@ -596,6 +597,7 @@ static bool gl_win_shader_from_stringv(const char **vshader_strv, bind_uniform(ret, opacity); bind_uniform(ret, invert_color); bind_uniform(ret, tex); + bind_uniform(ret, effective_size); bind_uniform(ret, dim); bind_uniform(ret, brightness); bind_uniform(ret, max_brightness); diff --git a/src/backend/gl/gl_common.h b/src/backend/gl/gl_common.h index 3a78865..f4eee29 100644 --- a/src/backend/gl/gl_common.h +++ b/src/backend/gl/gl_common.h @@ -35,6 +35,7 @@ typedef struct { GLint uniform_opacity; GLint uniform_invert_color; GLint uniform_tex; + GLint uniform_effective_size; GLint uniform_dim; GLint uniform_brightness; GLint uniform_max_brightness; diff --git a/src/backend/gl/shaders.c b/src/backend/gl/shaders.c index 4a18e62..7cee752 100644 --- a/src/backend/gl/shaders.c +++ b/src/backend/gl/shaders.c @@ -88,6 +88,7 @@ const char win_shader_glsl[] = GLSL(330, uniform bool invert_color; in vec2 texcoord; uniform sampler2D tex; + uniform vec2 effective_size; uniform sampler2D brightness; uniform float max_brightness; // Signed distance field for rectangle center at (0, 0), with size of @@ -121,7 +122,7 @@ const char win_shader_glsl[] = GLSL(330, // Using mix() to avoid a branch here. vec4 rim_color = mix(c, border_color, clamp(border_width, 0.0f, 1.0f)); - vec2 outer_size = vec2(textureSize(tex, 0)); + vec2 outer_size = effective_size; vec2 inner_size = outer_size - vec2(corner_radius) * 2.0f; float rect_distance = rectangle_sdf(texcoord - outer_size / 2.0f, inner_size / 2.0f) - corner_radius; @@ -148,7 +149,8 @@ const char win_shader_default[] = GLSL(330, uniform sampler2D tex; vec4 default_post_processing(vec4 c); vec4 window_shader() { - vec4 c = texelFetch(tex, ivec2(texcoord), 0); + vec2 texsize = textureSize(tex, 0); + vec4 c = texture2D(tex, texcoord / texsize, 0); return default_post_processing(c); } ); |