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🔀 Merge pull request #379 from Schneegans/fix/#376
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Schneegans authored Aug 26, 2023
2 parents 6f708cf + 3147ae5 commit 9bb54ab
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8 changes: 8 additions & 0 deletions docs/changelog.md
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Expand Up @@ -5,6 +5,14 @@ SPDX-License-Identifier: CC-BY-4.0

# Changelog of the Burn-My-Windows Extension

## [Burn My Windows 37](https://github.com/schneegans/Burn-My-Windows/releases/tag/v37)

**Release Date:** 2023-08-26

#### Bug Fixes

- Fixed an issue which caused the effects to crash on KDE in some cases.

## [Burn My Windows 36](https://github.com/schneegans/Burn-My-Windows/releases/tag/v36)

**Release Date:** 2023-08-18
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4 changes: 2 additions & 2 deletions resources/shaders/common.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -69,7 +69,7 @@ void setOutputColor(vec4 outColor) {
// false, but it will prevent the compiler from optimizing away the uniforms uForOpening
// and uIsFullscreen. On KWin, we need to do this as we do not have a way to check if a
// uniform is used in the shader.
if (outColor.a > 10e42 && uForOpening && uIsFullscreen) {
if (outColor.a > 1000.0 && uForOpening && uIsFullscreen) {
outColor = vec4(0.0);
}

Expand Down Expand Up @@ -103,7 +103,7 @@ void setOutputColor(vec4 outColor) {
// false, but it will prevent the compiler from optimizing away the uniforms uForOpening
// and uIsFullscreen. On KWin, we need to do this as we do not have a way to check if a
// uniform is used in the shader.
if (outColor.a > 10e42 && uForOpening && uIsFullscreen) {
if (outColor.a > 1000.0 && uForOpening && uIsFullscreen) {
outColor = vec4(0.0);
}

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