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LS: add blur and ignorezero rules
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@@ -23,6 +23,12 @@ inline const float fullVerts[] = {
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};
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inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
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enum eDiscardMode
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{
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DISCARD_OPAQUE = 1,
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DISCARD_ALPHAZERO = 1 << 1
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};
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struct SMonitorRenderData {
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CFramebuffer primaryFB;
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CFramebuffer mirrorFB; // these are used for some effects,
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@@ -64,6 +70,8 @@ struct SCurrentRenderData {
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Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
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wlr_box clipBox = {};
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uint32_t discardMode = DISCARD_OPAQUE;
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};
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class CGradientValueData;
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@@ -78,7 +86,7 @@ class CHyprOpenGLImpl {
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void renderRect(wlr_box*, const CColor&, int round = 0);
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void renderRectWithDamage(wlr_box*, const CColor&, pixman_region32_t* damage, int round = 0);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool allowCustomUV = false);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false);
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void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
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void renderBorder(wlr_box*, const CGradientValueData&, int round, float a = 1.0);
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