const float s0 = 2 * M_PI / tile_count;
float y_fac = sin ((y + st->frame / 16.0) * s0);
for (x = 0; x != tile_count; ++x) {
- unsigned c = ((sin ((x + st->frame / 8.0) * s0) * y_fac) - 1) / 2 * st->backdrop_ncolors / 2;
+ int c = ((sin ((x + st->frame / 8.0) * s0) * y_fac) - 1) / 2 *
+ st->backdrop_ncolors / 2;
c = (c + st->frame) % st->backdrop_ncolors;
XSetBackground (st->dpy, st->backdrop_black_gc,
st->backdrop_colors[c].pixel);