glBindTexture(GL_TEXTURE_2D, window->texture);
compositor->glXBindTexImageEXT(compositor->display, window->glx_pixmap, GLX_FRONT_LEFT_EXT, NULL);
glUniform4f(screen->geometry_loc,
- (float)window->x/screen->width, ((float)screen->height-window->y-window->height)/screen->height,
+ (float)window->x/screen->width, 1.0f-(float)(window->y+window->height)/screen->height,
(float)(window->width+2*window->border)/screen->width, (float)(window->height+2*window->border)/screen->height);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
compositor->glXReleaseTexImageEXT(compositor->display, window->glx_pixmap, GLX_FRONT_LEFT_EXT);
continue;
glUniform4f(screen->geometry_loc,
- (float)monitor->x/screen->width, ((float)screen->height-monitor->y-monitor->height)/screen->height,
+ (float)monitor->x/screen->width, 1.0f-(float)(monitor->y+monitor->height)/screen->height,
(float)monitor->width/screen->width, (float)monitor->height/screen->height);
glBindVertexArray(monitor->vertex_array);