Hyprland/src/render/pass/ShadowPassElement.cpp

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#include "ShadowPassElement.hpp"
#include "../OpenGL.hpp"
#include "../decorations/CHyprDropShadowDecoration.hpp"
CShadowPassElement::CShadowPassElement(const CShadowPassElement::SShadowData& data_) : m_data(data_) {
;
}
void CShadowPassElement::draw(const CRegion& damage) {
m_data.deco->render(g_pHyprOpenGL->m_renderData.pMonitor.lock(), m_data.a);
}
bool CShadowPassElement::needsLiveBlur() {
return false;
}
bool CShadowPassElement::needsPrecomputeBlur() {
return false;
}