-
-# Resize damaged region by a specific number of pixels.
-# A positive value enlarges it while a negative one shrinks it.
-# If the value is positive, those additional pixels will not be actually painted
-# to screen, only used in blur calculation, and such. (Due to technical limitations,
-# with use-damage, those pixels will still be incorrectly painted to screen.)
-# Primarily used to fix the line corruption issues of blur,
-# in which case you should use the blur radius value here
-# (e.g. with a 3x3 kernel, you should use `--resize-damage 1`,
-# with a 5x5 one you use `--resize-damage 2`, and so on).
-# May or may not work with *--glx-no-stencil*. Shrinking doesn't function correctly.
-#
-# resize-damage = 1
-
-# Specify a list of conditions of windows that should be painted with inverted color.
-# Resource-hogging, and is not well tested.
-#
-# invert-color-include = []
-
-# GLX backend: Avoid using stencil buffer, useful if you don't have a stencil buffer.
-# Might cause incorrect opacity when rendering transparent content (but never
-# practically happened) and may not work with blur-background.
-# My tests show a 15% performance boost. Recommended.
-#
-# glx-no-stencil = false
-
-# GLX backend: Avoid rebinding pixmap on window damage.
-# Probably could improve performance on rapid window content changes,
-# but is known to break things on some drivers (LLVMpipe, xf86-video-intel, etc.).
-# Recommended if it works.
-#
-# glx-no-rebind-pixmap = false
-
-# Disable the use of damage information.
-# This cause the whole screen to be redrawn everytime, instead of the part of the screen
-# has actually changed. Potentially degrades the performance, but might fix some artifacts.
-# The opposing option is use-damage
-#
-# no-use-damage = false