const float max_x = min_x + node->bounds.size.width;
const float max_y = min_y + node->bounds.size.height;
const float blur_radius = gsk_blur_node_get_radius (node);
+ GskRenderNode *child = gsk_blur_node_get_child (node);
TextureRegion region;
gboolean is_offscreen;
RenderOp *op;
if (blur_radius <= 0)
{
- gsk_gl_renderer_add_render_ops (self, gsk_blur_node_get_child (node), builder);
+ gsk_gl_renderer_add_render_ops (self, child, builder);
return;
}
add_offscreen_ops (self, builder,
&node->bounds,
- gsk_blur_node_get_child (node),
+ child,
®ion, &is_offscreen,
RESET_CLIP | FORCE_OFFSCREEN | RESET_OPACITY);