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 EMAIL PREFERENCES https://phabricator.kde.org/settings/panel/emailpreferences/ To: broulik, #plasma, mart Cc: fredrik, mart, plasma-devel, lesliezhai, ali-mohamed, jensreuterberg, abetts, sebas