"out vec4 frag_color;\n"
"void main()\n"
"{\n"
- " frag_color = texture(image, texcoord);\n"
+ " frag_color = texture(image, texcoord);\n"
"}\n";
static const char *masked_fshader_src =
glBindVertexArray(screen->window_vertex_array);
for(i=0; i<screen->nwindows; ++i)
{
- CompositedWindow *window = &screen->windows[i];
+ CompositedWindow *window;
+
+ window = &screen->windows[i];
if(window->map_state!=IsViewable)
continue;