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					@ -687,8 +687,14 @@ fade_output(struct wlsc_output *output, | 
				
			
			
		
	
		
		
			
				
					
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						surface.y = output->y; | 
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						surface.y = output->y; | 
				
			
			
		
	
		
		
			
				
					
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						surface.width = output->width; | 
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						surface.width = output->width; | 
				
			
			
		
	
		
		
			
				
					
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						surface.height = output->height; | 
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						surface.height = output->height; | 
				
			
			
		
	
		
		
			
				
					
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						surface.visual = &compositor->compositor.premultiplied_argb_visual; | 
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						surface.texture = GL_NONE; | 
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						surface.texture = GL_NONE; | 
				
			
			
		
	
		
		
			
				
					
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						if (tint <= 1.0) | 
				
			
			
		
	
		
		
			
				
					
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							surface.visual = | 
				
			
			
		
	
		
		
			
				
					
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								&compositor->compositor.premultiplied_argb_visual; | 
				
			
			
		
	
		
		
			
				
					
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						else | 
				
			
			
		
	
		
		
			
				
					
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							surface.visual = &compositor->compositor.rgb_visual; | 
				
			
			
		
	
		
		
			
				
					
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						glUseProgram(compositor->solid_shader.program); | 
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						glUseProgram(compositor->solid_shader.program); | 
				
			
			
		
	
		
		
			
				
					
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						glUniformMatrix4fv(compositor->solid_shader.proj_uniform, | 
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						glUniformMatrix4fv(compositor->solid_shader.proj_uniform, | 
				
			
			
		
	
		
		
			
				
					
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								   1, GL_FALSE, output->matrix.d); | 
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								   1, GL_FALSE, output->matrix.d); | 
				
			
			
		
	
	
		
		
			
				
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					@ -767,8 +773,9 @@ wlsc_output_repaint(struct wlsc_output *output) | 
				
			
			
		
	
		
		
			
				
					
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								wlsc_surface_draw(output->background, | 
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								wlsc_surface_draw(output->background, | 
				
			
			
		
	
		
		
			
				
					
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										  output, &total_damage); | 
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										  output, &total_damage); | 
				
			
			
		
	
		
		
			
				
					
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							else | 
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							else | 
				
			
			
		
	
		
		
			
				
					
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								glClear(GL_COLOR_BUFFER_BIT); | 
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								fade_output(output, 1.0, &total_damage); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							glUseProgram(ec->texture_shader.program); | 
				
			
			
		
	
		
		
			
				
					
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							wl_list_for_each_reverse(es, &ec->surface_list, link) { | 
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							wl_list_for_each_reverse(es, &ec->surface_list, link) { | 
				
			
			
		
	
		
		
			
				
					
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								if (ec->overlay == es) | 
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								if (ec->overlay == es) | 
				
			
			
		
	
		
		
			
				
					
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									continue; | 
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									continue; | 
				
			
			
		
	
	
		
		
			
				
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