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https://github.com/hyprwm/Hyprland
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Added blur_passes config
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25299b80bb
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3 changed files with 9 additions and 2 deletions
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@ -30,6 +30,9 @@ decoration {
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rounding=10
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rounding=10
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blur=1
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blur=1
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blur_size=8 # minimum 2
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blur_size=8 # minimum 2
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blur_passes=1 # minimum 1, more passes = more resource intensive.
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# Your blur "amount" is blur_size * blur_passes, but high blur_size (over around 30-ish) will produce artifacts.
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# if you want heavy blur, you need to up the blur_passes.
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}
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}
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animations {
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animations {
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@ -25,6 +25,7 @@ CConfigManager::CConfigManager() {
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configValues["decoration:rounding"].intValue = 1;
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configValues["decoration:rounding"].intValue = 1;
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configValues["decoration:blur"].intValue = 1;
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configValues["decoration:blur"].intValue = 1;
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configValues["decoration:blur_size"].intValue = 8;
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configValues["decoration:blur_size"].intValue = 8;
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configValues["decoration:blur_passes"].intValue = 1;
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configValues["dwindle:pseudotile"].intValue = 0;
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configValues["dwindle:pseudotile"].intValue = 0;
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@ -324,6 +324,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9]
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wlr_matrix_transpose(glMatrix, glMatrix);
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wlr_matrix_transpose(glMatrix, glMatrix);
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const auto RADIUS = g_pConfigManager->getInt("decoration:blur_size") + 2;
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const auto RADIUS = g_pConfigManager->getInt("decoration:blur_size") + 2;
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const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
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const auto PFRAMEBUFFER = &m_mMonitorFramebuffers[m_RenderData.pMonitor];
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const auto PFRAMEBUFFER = &m_mMonitorFramebuffers[m_RenderData.pMonitor];
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auto drawWithShader = [&](CShader* pShader) {
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auto drawWithShader = [&](CShader* pShader) {
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@ -352,8 +353,10 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, float matrix[9]
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glDisableVertexAttribArray(pShader->texAttrib);
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glDisableVertexAttribArray(pShader->texAttrib);
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};
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};
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drawWithShader(&m_shBLUR1); // horizontal pass
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for (int i = 0; i < BLURPASSES; ++i) {
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drawWithShader(&m_shBLUR2); // vertical pass
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drawWithShader(&m_shBLUR1); // horizontal pass
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drawWithShader(&m_shBLUR2); // vertical pass
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}
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glBindTexture(tex.m_iTarget, 0);
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glBindTexture(tex.m_iTarget, 0);
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