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opengl: use a passthru shader for final wlr copy
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@@ -122,6 +122,15 @@ void main() {
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gl_FragColor = pixColor * alpha;
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})#";
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inline const std::string TEXFRAGSRCRGBAPASSTHRU = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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void main() {
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gl_FragColor = texture2D(tex, v_texcoord);
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})#";
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inline const std::string TEXFRAGSRCRGBX = R"#(
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precision mediump float;
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varying vec2 v_texcoord;
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