[plasma/kwin] src/scene: scene/itemrenderer_opengl: fix layer debug outlines being way too dim

Xaver Hugl <[email protected]>
Newsgroups gmane.comp.kde.cvs
Message-ID <[email protected]>
Git commit f876b2308d38740fc1ba6a105d78408874d2fc7d by Xaver Hugl.
Committed on 21/07/2026 at 20:20.
Pushed by zamundaaa into branch 'master'.

scene/itemrenderer_opengl: fix layer debug outlines being way too dim

Since QColor is assumed not to be premultiplied now, the actual color needs to
be brighter, or it will be basically invisible.

M  +2    -2    src/scene/itemrenderer_opengl.cpp

https://invent.kde.org/plasma/kwin/-/commit/f876b2308d38740fc1ba6a105d78408874d2fc7d

diff --git a/src/scene/itemrenderer_opengl.cpp b/src/scene/itemrenderer_opengl.cpp
index d9ba3a72350..532901435f5 100644
--- a/src/scene/itemrenderer_opengl.cpp
+++ b/src/scene/itemrenderer_opengl.cpp
@@ -532,9 +532,9 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
             shader->setUniform(GLShader::Vec4Uniform::CornerRadius, QVector4D(0, 0, 0, 0));
             shader->setUniform(GLShader::IntUniform::Thickness, 10);
             if (renderNode.paintHole) {
-                shader->setUniform(GLShader::ColorUniform::Color, QColor(0, 50, 0, 50));
+                shader->setUniform(GLShader::ColorUniform::Color, QColor(0, 255, 0, 50));
             } else {
-                shader->setUniform(GLShader::ColorUniform::Color, QColor(50, 0, 0, 50));
+                shader->setUniform(GLShader::ColorUniform::Color, QColor(255, 0, 0, 50));
             }
             vbo->draw(scissorRegion, GL_TRIANGLES, renderNode.firstVertex,
                       renderNode.vertexCount, renderContext.hardwareClipping);
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