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authorvaxerski <43317083+vaxerski@users.noreply.github.com>2022-04-17 13:15:56 +0200
committervaxerski <43317083+vaxerski@users.noreply.github.com>2022-04-17 13:15:56 +0200
commit748a787ba2935f62b1a6f986a3fd6c758a8ba626 (patch)
tree5d1b97749c07ee69a0b06affa15c3bd6142bdb0b /src/render/OpenGL.hpp
parent74dbf196c1676c964821e4023bd5a4759485c977 (diff)
Don't blur behind opaque pixels
Diffstat (limited to 'src/render/OpenGL.hpp')
-rw-r--r--src/render/OpenGL.hpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/render/OpenGL.hpp b/src/render/OpenGL.hpp
index ae22a477..deaa1b2e 100644
--- a/src/render/OpenGL.hpp
+++ b/src/render/OpenGL.hpp
@@ -89,7 +89,7 @@ private:
GLuint compileShader(const GLuint&, std::string);
void createBGTextureForMonitor(SMonitor*);
- void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0);
+ void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0, bool discardOpaque = false);
void renderTextureWithBlurInternal(const CTexture&, wlr_box*, float a, int round = 0);
};