renderer: add wrapping options to renderTextureWithBlur method (#10807)
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2 changed files with 8 additions and 6 deletions
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@ -7,6 +7,7 @@
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#include "../helpers/math/Math.hpp"
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#include "../helpers/Format.hpp"
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#include "../helpers/sync/SyncTimeline.hpp"
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#include <GLES3/gl32.h>
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#include <cstdint>
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#include <list>
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#include <string>
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@ -189,7 +190,7 @@ class CHyprOpenGLImpl {
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void renderTextureWithDamage(SP<CTexture>, const CBox&, const CRegion& damage, float a, int round = 0, float roundingPower = 2.0f, bool discardActive = false,
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bool allowCustomUV = false);
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void renderTextureWithBlur(SP<CTexture>, const CBox&, float a, SP<CWLSurfaceResource> pSurface, int round = 0, float roundingPower = 2.0f, bool blockBlurOptimization = false,
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float blurA = 1.f, float overallA = 1.f);
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float blurA = 1.f, float overallA = 1.f, GLenum wrapX = GL_CLAMP_TO_EDGE, GLenum wrapY = GL_CLAMP_TO_EDGE);
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void renderRoundedShadow(const CBox&, int round, float roundingPower, int range, const CHyprColor& color, float a = 1.0);
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void renderBorder(const CBox&, const CGradientValueData&, int round, float roundingPower, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void renderBorder(const CBox&, const CGradientValueData&, const CGradientValueData&, float lerp, int round, float roundingPower, int borderSize, float a = 1.0,
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