const float min_y = builder->dy + node->bounds.origin.y;
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);
int texture_id;
gboolean is_offscreen;
RenderOp op;
+ if (blur_radius <= 0)
+ {
+ gsk_gl_renderer_add_render_ops (self, gsk_blur_node_get_child (node), builder);
+ return;
+ }
+
/* TODO(perf): We're forcing the child offscreen even if it's a texture
* so the resulting offscreen texture is bigger by the gaussian blur factor
* (see gsk_blur_node_new), but we didn't have to do that if the blur