Files
picom/man
Bernd Busse 332501aef7 backend: gl: use effective texture size for rounded corner calculation
The rounded corner calculation only took the actual texture dimensions
into account, effectively turning all pixels outside completely
transparent. Furthermore, `texelFetch()` in the default window shader
does not work with any `GL_TEXTURE_WRAP_x` parameter.

As a result, a to-be-tiled root pixmap wasn't properly tiled and only
visible in the original top-left corner.

- Changed the default window shader to use `textureSize()` to scale the
  texture coordinates into the proper range for use with `texture2D()`.
- Added a new uniform to the default post-processing shader containing
  the effective texture size for rounded corners calculation instead of
  relying on `textureSize()`.
2023-01-20 00:08:03 +01:00
..
2020-05-28 07:24:37 -07:00