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opengl: use a passthru shader for final wlr copy
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@@ -41,6 +41,7 @@ struct SMonitorRenderData {
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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_shPASSTHRURGBA;
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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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