screen->shaders[0] = compile_shader(GL_VERTEX_SHADER, vshader_src);
screen->shaders[1] = compile_shader(GL_FRAGMENT_SHADER, fshader_src);
screen->shaders[2] = compile_shader(GL_FRAGMENT_SHADER, masked_fshader_src);
screen->shaders[0] = compile_shader(GL_VERTEX_SHADER, vshader_src);
screen->shaders[1] = compile_shader(GL_FRAGMENT_SHADER, fshader_src);
screen->shaders[2] = compile_shader(GL_FRAGMENT_SHADER, masked_fshader_src);
if((screen = find_screen_by_root(compositor, event->event)))
if((window = find_window(screen, event->window)))
if((screen = find_screen_by_root(compositor, event->event)))
if((window = find_window(screen, event->window)))
remove_window(compositor, screen, window, 1);
remove_window(compositor, screen, window, 1);