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-rw-r--r--include/Body.hpp2
-rw-r--r--shaders/circle_mask.glsl2
-rw-r--r--src/RoundedRectangle.cpp4
3 files changed, 3 insertions, 5 deletions
diff --git a/include/Body.hpp b/include/Body.hpp
index 8ce05fc..7d19cf5 100644
--- a/include/Body.hpp
+++ b/include/Body.hpp
@@ -371,7 +371,7 @@ namespace QuickMedia {
sf::Vector2f item_background_target_pos;
sf::Vector2f item_background_prev_size;
sf::Vector2f item_background_target_size;
- float item_background_target_height;
+ float item_background_target_height = 0.0f;
TargetSetState target_set = TargetSetState::NOT_SET;
// TODO: Instead of using this, add functions for modifying |items| and apply the filter on those new items
DirtyState items_dirty = DirtyState::FALSE;
diff --git a/shaders/circle_mask.glsl b/shaders/circle_mask.glsl
index 367edbe..519cf15 100644
--- a/shaders/circle_mask.glsl
+++ b/shaders/circle_mask.glsl
@@ -10,7 +10,7 @@ vec4 circle(vec2 uv, vec2 pos, float rad, vec4 color) {
void main() {
vec2 uv = gl_TexCoord[0].xy * resolution;
vec2 center = resolution * 0.5;
- float radius = 0.5 * resolution.y - 1;
+ float radius = 0.5 * resolution.y - 1.0;
vec4 texture_color = texture2D(texture, gl_TexCoord[0].xy);
gl_FragColor = circle(uv, center, radius, texture_color);
diff --git a/src/RoundedRectangle.cpp b/src/RoundedRectangle.cpp
index 735c182..33d7d64 100644
--- a/src/RoundedRectangle.cpp
+++ b/src/RoundedRectangle.cpp
@@ -8,14 +8,12 @@ namespace QuickMedia {
radius(radius), pos(0.0f, 0.0f), size(size), rounded_rectangle_shader(rounded_rectangle_shader), band_color(sf::Color::Transparent)
{
assert(rounded_rectangle_shader);
+ set_color(color);
vertices[0].texCoords = sf::Vector2f(0.0f, 0.0f);
vertices[1].texCoords = sf::Vector2f(1.0f, 0.0f);
vertices[2].texCoords = sf::Vector2f(1.0f, 1.0f);
vertices[3].texCoords = sf::Vector2f(0.0f, 1.0f);
- for(size_t i = 0; i < 4; ++i)
- vertices[i].color = color;
-
const sf::Color shadow_color(0, 0, 0, 50);
// Top