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We could eliminate some complexity (and potentially gain some performance) if we try a shadow matte implementation - similar to hyprland's: https://github.com/hyprwm/Hyprland/blob/main/src/render/OpenGL.cpp#L1040-L1096
This would be dependent on neutral or positive rendering benchmark results
The text was updated successfully, but these errors were encountered:
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We could eliminate some complexity (and potentially gain some performance) if we try a shadow matte implementation - similar to hyprland's: https://github.com/hyprwm/Hyprland/blob/main/src/render/OpenGL.cpp#L1040-L1096
This would be dependent on neutral or positive rendering benchmark results
The text was updated successfully, but these errors were encountered: