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man: fix typos
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@ -359,9 +359,9 @@ This secion describes the interface of a custom shader, how it is used by picom,
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A custom shader is a GLSL fragment shader program, which can be used to override the default way of how a window is rendered. If a custom shader is used, the default picom effects (e.g. dimming, color inversion, etc.) will no longer be automatically applied. It would be the custom shader's responsibility to apply these effects.
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The interface between picom and a custom shader is dependent on which backend is being used. The xrender backend doesn't support shader at all. Here we descibes the interface provided by the glx backend.
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The interface between picom and a custom shader is dependent on which backend is being used. The xrender backend doesn't support shader at all. Here we descibe the interface provided by the glx backend.
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The shader must defined a function, 'vec4 window_shader()', which would be the entry point of the shader. The returned 'vec4' will be used to set 'gl_FragColor'. A function, 'vec4 default_post_processing(vec4 c)', is provided from applying the default picom effects to input color 'c'.
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The shader must define a function, 'vec4 window_shader()', which would be the entry point of the shader. The returned 'vec4' will be used to set 'gl_FragColor'. A function, 'vec4 default_post_processing(vec4 c)', is provided for applying the default picom effects to input color 'c'.
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The following uniform/input variables are made available to the shader:
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