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Added blur_ignore_opacity
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@@ -41,6 +41,7 @@ void CConfigManager::setDefaultVars() {
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configValues["decoration:blur"].intValue = 1;
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configValues["decoration:blur"].intValue = 1;
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configValues["decoration:blur_size"].intValue = 8;
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configValues["decoration:blur_size"].intValue = 8;
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configValues["decoration:blur_passes"].intValue = 1;
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configValues["decoration:blur_passes"].intValue = 1;
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configValues["decoration:blur_ignore_opacity"].intValue = 0;
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configValues["decoration:active_opacity"].floatValue = 1;
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configValues["decoration:active_opacity"].floatValue = 1;
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configValues["decoration:inactive_opacity"].floatValue = 1;
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configValues["decoration:inactive_opacity"].floatValue = 1;
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configValues["decoration:fullscreen_opacity"].floatValue = 1;
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configValues["decoration:fullscreen_opacity"].floatValue = 1;
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@@ -575,7 +575,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y};
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wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y};
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if (pixman_region32_not_empty(&damage)) {
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if (pixman_region32_not_empty(&damage)) {
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// render our great blurred FB
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// render our great blurred FB
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renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, a, &damage);
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renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, g_pConfigManager->getInt("decoration:blur_ignore_opacity") ? 255.f : a, &damage);
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// render the window, but clear stencil
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// render the window, but clear stencil
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glClearStencil(0);
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glClearStencil(0);
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