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compile shaders for every context separately
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@@ -42,6 +42,18 @@ struct SMonitorRenderData {
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bool blurFBDirty = true;
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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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//
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};
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struct SCurrentRenderData {
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@@ -114,20 +126,10 @@ private:
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bool m_bFakeFrame = false;
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bool m_bEndFrame = false;
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// Shaders
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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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GLuint createProgram(const std::string&, const std::string&);
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GLuint compileShader(const GLuint&, std::string);
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void createBGTextureForMonitor(CMonitor*);
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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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