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fix blur damage spam on no blurred windows
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@@ -32,20 +32,21 @@ struct SMonitorRenderData {
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CTexture stencilTex;
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CFramebuffer blurFB;
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bool blurFBDirty = true;
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bool blurFBDirty = true;
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bool blurFBShouldRender = false;
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wlr_box backgroundTexBox;
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// Shaders
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bool m_bShadersInitialized = false;
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CShader m_shQUAD;
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CShader m_shRGBA;
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CShader m_shRGBX;
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CShader m_shEXT;
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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CShader m_shSHADOW;
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CShader m_shBORDER1;
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bool m_bShadersInitialized = false;
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CShader m_shQUAD;
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CShader m_shRGBA;
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CShader m_shRGBX;
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CShader m_shEXT;
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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CShader m_shSHADOW;
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CShader m_shBORDER1;
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//
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};
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@@ -142,13 +143,13 @@ class CHyprOpenGLImpl {
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void initShaders();
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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bool allowCustomUV = false, bool allowDim = false);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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bool allowCustomUV = false, bool allowDim = false);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double);
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void preBlurForCurrentMonitor();
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void preBlurForCurrentMonitor();
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friend class CHyprRenderer;
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};
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