fredrik added a comment.

  The correct way to fix this is to use a custom shader that does approximately 
this:
  
    uniform sampler2D texture1;
    uniform sampler2D texture2;
    uniform float fadeProgress;
    varying vec2 texcoord1;
    varying vec2 texcoord2;
    
    void main(void) {
        vec4 texel1 = texture2D(texture1, texcoord1);
        vec4 texel2 = texture2D(texture2, texcoord2);
        gl_FragColor = mix(texel1, texel2, fadeProgress);
    }
  
  As an added bonus you only render each pixel once, and you don't need 
blending to be enabled, so it's much faster. Especially on tiled renderers.

REPOSITORY
  rPLASMAWORKSPACE Plasma Workspace

REVISION DETAIL
  https://phabricator.kde.org/D2484

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To: broulik, #plasma, mart
Cc: fredrik, mart, plasma-devel, lesliezhai, ali-mohamed, jensreuterberg, 
abetts, sebas

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