@ -191,6 +191,10 @@ static void gles2_begin(struct wlr_renderer *wlr_renderer, uint32_t width,
 
			
		
	
		
			
				
						renderer - > viewport_width  =  width ; 
 
			
		
	
		
			
				
						renderer - > viewport_height  =  height ; 
 
			
		
	
		
			
				
					
 
			
		
	
		
			
				
						// refresh projection matrix
 
 
			
		
	
		
			
				
						wlr_matrix_projection ( renderer - > projection ,  width ,  height , 
 
			
		
	
		
			
				
								WL_OUTPUT_TRANSFORM_NORMAL ) ; 
 
			
		
	
		
			
				
					
 
			
		
	
		
			
				
						// enable transparency
 
 
			
		
	
		
			
				
						glEnable ( GL_BLEND ) ; 
 
			
		
	
		
			
				
						glBlendFunc ( GL_ONE ,  GL_ONE_MINUS_SRC_ALPHA ) ; 
 
			
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
				@ -271,7 +275,8 @@ static bool gles2_render_subtexture_with_matrix(
 
			
		
	
		
			
				
						} 
 
			
		
	
		
			
				
					
 
			
		
	
		
			
				
						float  gl_matrix [ 9 ] ; 
 
			
		
	
		
			
				
						wlr_matrix_multiply ( gl_matrix ,  flip_180 ,  matrix ) ; 
 
			
		
	
		
			
				
						wlr_matrix_multiply ( gl_matrix ,  renderer - > projection ,  matrix ) ; 
 
			
		
	
		
			
				
						wlr_matrix_multiply ( gl_matrix ,  flip_180 ,  gl_matrix ) ; 
 
			
		
	
		
			
				
					
 
			
		
	
		
			
				
						// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
 
 
			
		
	
		
			
				
						// to GL_FALSE
 
 
			
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
				@ -325,7 +330,8 @@ static void gles2_render_quad_with_matrix(struct wlr_renderer *wlr_renderer,
 
			
		
	
		
			
				
							gles2_get_renderer_in_context ( wlr_renderer ) ; 
 
			
		
	
		
			
				
					
 
			
		
	
		
			
				
						float  gl_matrix [ 9 ] ; 
 
			
		
	
		
			
				
						wlr_matrix_multiply ( gl_matrix ,  flip_180 ,  matrix ) ; 
 
			
		
	
		
			
				
						wlr_matrix_multiply ( gl_matrix ,  renderer - > projection ,  matrix ) ; 
 
			
		
	
		
			
				
						wlr_matrix_multiply ( gl_matrix ,  flip_180 ,  gl_matrix ) ; 
 
			
		
	
		
			
				
					
 
			
		
	
		
			
				
						// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
 
 
			
		
	
		
			
				
						// to GL_FALSE
 
 
			
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
				@ -355,7 +361,8 @@ static void gles2_render_ellipse_with_matrix(struct wlr_renderer *wlr_renderer,
 
			
		
	
		
			
				
							gles2_get_renderer_in_context ( wlr_renderer ) ; 
 
			
		
	
		
			
				
					
 
			
		
	
		
			
				
						float  gl_matrix [ 9 ] ; 
 
			
		
	
		
			
				
						wlr_matrix_multiply ( gl_matrix ,  flip_180 ,  matrix ) ; 
 
			
		
	
		
			
				
						wlr_matrix_multiply ( gl_matrix ,  renderer - > projection ,  matrix ) ; 
 
			
		
	
		
			
				
						wlr_matrix_multiply ( gl_matrix ,  flip_180 ,  gl_matrix ) ; 
 
			
		
	
		
			
				
					
 
			
		
	
		
			
				
						// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
 
 
			
		
	
		
			
				
						// to GL_FALSE
 
 
			
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
				@ -579,7 +586,7 @@ static bool gles2_blit_dmabuf(struct wlr_renderer *wlr_renderer,
 
			
		
	
		
			
				
					
 
			
		
	
		
			
				
						// TODO: use ANGLE_framebuffer_blit if available
 
 
			
		
	
		
			
				
						float  mat [ 9 ] ; 
 
			
		
	
		
			
				
						wlr_matrix_ projection( mat ,  1 ,  1 ,  WL_OUTPUT_TRANSFORM_NORMAL  ) ; 
 
			
		
	
		
			
				
						wlr_matrix_ identity( mat  ) ; 
 
			
		
	
		
			
				
					
 
			
		
	
		
			
				
						wlr_renderer_begin ( wlr_renderer ,  dst_attr - > width ,  dst_attr - > height ) ; 
 
			
		
	
		
			
				
						wlr_renderer_clear ( wlr_renderer ,  ( float [ ] ) {  0.0 ,  0.0 ,  0.0 ,  0.0  } ) ;