🔧 Tweak kwin build process
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@@ -33,23 +33,22 @@
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// vec4 getInputColor(vec2 coords)
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// void setOutputColor(vec4 outColor)
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uniform bool uForOpening;
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uniform float uProgress;
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uniform float uDuration;
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#if defined(KWIN) // --------------------------------------------------------------------
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uniform float forOpening;
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uniform sampler2D sampler;
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uniform float uDuration;
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uniform int textureWidth;
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uniform int textureHeight;
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uniform float animationProgress;
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in vec2 texcoord0;
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out vec4 fragColor;
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vec2 uSize = vec2(textureWidth, textureHeight);
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bool uForOpening = forOpening == 1.0;
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vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
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float uProgress = animationProgress;
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float uPadding = 0.0;
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vec2 uSize = vec2(textureWidth, textureHeight);
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vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
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float uPadding = 0.0;
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vec4 getInputColor(vec2 coords) {
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vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
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@@ -67,20 +66,15 @@ void setOutputColor(vec4 outColor) {
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#elif defined(KWIN_LEGACY) // -----------------------------------------------------------
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uniform float forOpening;
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uniform sampler2D sampler;
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uniform float uDuration;
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uniform int textureWidth;
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uniform int textureHeight;
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uniform float animationProgress;
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varying vec2 texcoord0;
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vec2 uSize = vec2(textureWidth, textureHeight);
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bool uForOpening = forOpening == 1.0;
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vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
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float uProgress = animationProgress;
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float uPadding = 0.0;
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vec2 uSize = vec2(textureWidth, textureHeight);
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vec2 iTexCoord = vec2(texcoord0.x, 1.0 - texcoord0.y);
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float uPadding = 0.0;
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vec4 getInputColor(vec2 coords) {
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vec4 color = texture2D(sampler, vec2(coords.x, 1.0 - coords.y));
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@@ -99,10 +93,7 @@ void setOutputColor(vec4 outColor) {
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#else // GNOME --------------------------------------------------------------------------
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// On GNOME, the uniforms are just normal uniforms.
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uniform bool uForOpening;
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uniform sampler2D uTexture;
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uniform float uProgress;
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uniform float uDuration;
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uniform vec2 uSize;
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uniform float uPadding;
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