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authorvaxerski <43317083+vaxerski@users.noreply.github.com>2022-04-10 18:25:45 +0200
committervaxerski <43317083+vaxerski@users.noreply.github.com>2022-04-10 18:25:45 +0200
commit2cf4480969c05153fe9c2f3ca16812d61e14b0c0 (patch)
treef81b63200c9f46523c5d01dc97b92548b72f853e /src/render/OpenGL.cpp
parent71916ee09ada62e6d75bc801501e69252820bfd1 (diff)
fix fadeout blinking transparent windows
Diffstat (limited to 'src/render/OpenGL.cpp')
-rw-r--r--src/render/OpenGL.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index acc5096f..020f398d 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -481,8 +481,18 @@ void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
+ // this is a hack but it works :P
+ // we need to disable blur or else we will get a black background, as the shader
+ // will try to copy the bg to apply blur.
+ // this isn't entirely correct, but like, oh well.
+ // small todo: maybe make this correct? :P
+ const auto BLURVAL = g_pConfigManager->getInt("decoration:blur");
+ g_pConfigManager->setInt("decoration:blur", 0);
+
g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders);
+ g_pConfigManager->setInt("decoration:blur", BLURVAL);
+
// restore original fb
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb);
glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecSize.y);