66125caac3
The texture needs to be drawn on screen coordinates on the offscreen framebuffer in the horizontal pass, otherwise pixels that fall below the screen won't be clamped to the screen edge in the subsequent vertical pass. This is because the offscreen buffer is the same size as the screen. This change also gets rid of the need to clear the offscreen buffer before blurring the screen contents behind each window, and reduces the CPU computations done on the blur region. svn path=/trunk/KDE/kdebase/workspace/; revision=1137134 |
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blur.cpp | ||
blur.desktop | ||
blur.h | ||
blur_config.cpp | ||
blur_config.desktop | ||
blur_config.h | ||
blur_config.ui | ||
blurshader.cpp | ||
blurshader.h | ||
CMakeLists.txt |