Comments (8)
Try increasing the --bordersize, and disabling OpenGL for now. I believe I know what's wrong (linear sampling on the texture) and it should be fixed in the next patch.
from slop.
Should be fixed in https://github.com/naelstrof/slop/releases/tag/v5.3.36
Could you test it out for me?
from slop.
If it's not fixed, please post an image of the problem. Not sure what kind of blur effect we're talking about here.
from slop.
After compiling the latest releases for slop and maim, the screenshots taken are no longer blurry! The blur effect still doesn't seem to work as intended (I'm assuming the selection is meant to be unblurred?), but the issue is fixed. I will continue experimenting with these new shaders though, they do seem interesting
from slop.
blur1 is a shader that reads pixels off the desktop, blurs them horizontally, then multiplies it by the current selection rectangle.
blur2 is a shader that only blurs the selection rectangle vertically.
Together you'll get a full guassian blur in both the x and the y direction. I realize the horizontal alpha might be a bit messed up since it doesn't blur the selection rectangle for alpha, but it should be accurate enough for most.
EDIT: This is no longer true as of a656673, it now properly blurs the selection rectangle horizontally as well.
from slop.
I'm going to close this issue though, feel free to ask questions about shaders in another thread.
from slop.
Alright. However, I just realised that I might have worded the issue badly, so I wanted to specify that the entire screen is being blurred, not just the box around the selection.
from slop.
Try playing with the --bordersize, or the --highlight option. If it still doesn't make sense, please post a new issue with the command you are running, with an image of what's wrong.
You can use maim -d10 delayedshot.png
to take a delayed screenshot of your screen while running slop.
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Related Issues (20)
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