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authorvaxerski <[email protected]>2022-05-17 13:26:14 +0200
committervaxerski <[email protected]>2022-05-17 13:26:14 +0200
commitdf2215cef76773249d5267b018a4ff9c3079bdd7 (patch)
tree685b58b8d3e13b2d7ac9fdb37b2c17e63592c0b3
parentcc84b0ce504f3bab8e32f77a9716c64fdc30ad84 (diff)
downloadHyprland-df2215cef76773249d5267b018a4ff9c3079bdd7.tar.gz
Hyprland-df2215cef76773249d5267b018a4ff9c3079bdd7.zip
fix fade blur
-rw-r--r--src/render/OpenGL.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 85cd12e9..be436d1d 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -544,7 +544,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
if (pixman_region32_not_empty(&damage)) {
// render our great blurred FB
- renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, 255.f, &damage); // 255.f because we adjusted blur strength to a
+ renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, a, &damage);
// render the window, but clear stencil
glClearStencil(0);