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pass: improve blur region detection
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@@ -73,10 +73,13 @@ void CRenderPass::simplify() {
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liveBlurRegion.add(*BB);
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liveBlurRegion.add(*BB);
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}
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}
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// expand the region: this area needs to be proper to blur it right.
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liveBlurRegion.expand(oneBlurRadius() * 2.F);
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if (auto infringement = opaque.copy().intersect(liveBlurRegion); !infringement.empty()) {
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if (auto infringement = opaque.copy().intersect(liveBlurRegion); !infringement.empty()) {
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// eh, this is not the correct solution, but it will do...
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// eh, this is not the correct solution, but it will do...
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// TODO: is this *easily* fixable?
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// TODO: is this *easily* fixable?
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opaque.subtract(infringement.expand(oneBlurRadius()));
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opaque.subtract(infringement);
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}
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}
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}
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}
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newDamage.subtract(opaque);
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newDamage.subtract(opaque);
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@@ -117,7 +120,7 @@ CRegion CRenderPass::render(const CRegion& damage_) {
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return damage;
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return damage;
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}
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}
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if (WILLBLUR) {
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if (WILLBLUR && !*PDEBUGPASS) {
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// combine blur regions into one that will be expanded
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// combine blur regions into one that will be expanded
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CRegion blurRegion;
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CRegion blurRegion;
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for (auto& el : m_vPassElements) {
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for (auto& el : m_vPassElements) {
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