A blur is nice for making windows legible over the desktop background.
But when you have a light wallpaper or the window is on top of light window, it's harder to read.
My current solution for this is to reduce the brightness of the application blur by a lot. Now I can read it perfectly fine over a white background, but it's unnecessarily dark over a dark background (the normal circumstance).
The nicest-looking solution, in my opinion, is to implement a color burn effect, which darkens the background image to the color of the source. For example, a dark background would stay dark (not getting any darker) and a light background would become dark.
Later me knows better! Color burn isn't quite right for this.
I'm willing to submit a PR if I get confirmation that it's possible (if the shader files can pull the texture from the window separately from the background texture).
A blur is nice for making windows legible over the desktop background.
But when you have a light wallpaper or the window is on top of light window, it's harder to read.
My current solution for this is to reduce the brightness of the application blur by a lot. Now I can read it perfectly fine over a white background, but it's unnecessarily dark over a dark background (the normal circumstance).
The nicest-looking solution, in my opinion, is to implement a color burn effect, which darkens the background image to the color of the source. For example, a dark background would stay dark (not getting any darker) and a light background would become dark.Later me knows better! Color burn isn't quite right for this.
I'm willing to submit a PR if I get confirmation that it's possible (if the shader files can pull the texture from the window separately from the background texture).