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fadeout done 🎉
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@@ -5,10 +5,12 @@
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#include "../helpers/Color.hpp"
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#include <wlr/render/egl.h>
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#include <list>
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#include <unordered_map>
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#include "Shaders.hpp"
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#include "Shader.hpp"
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#include "Texture.hpp"
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#include "Framebuffer.hpp"
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inline const float matrixFlip180[] = {
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1.0f, 0.0f, 0.0f,
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@@ -40,11 +42,18 @@ public:
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void renderTexture(const CTexture&, float matrix[9], float a, int round = 0);
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void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
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void makeWindowSnapshot(CWindow*);
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void renderSnapshot(CWindow**);
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void clear(const CColor&);
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void scissor(const wlr_box*);
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SCurrentRenderData m_RenderData;
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GLint m_iCurrentOutputFb = 0;
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std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
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private:
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std::list<GLuint> m_lBuffers;
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std::list<GLuint> m_lTextures;
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