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renderer: respect forceNoBlur when rendering small surface windows (#4932)
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@ -525,7 +525,7 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
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if ((pWindow->m_bIsX11 && **PXWLUSENN) || pWindow->m_sAdditionalConfigData.nearestNeighbor.toUnderlying())
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g_pHyprOpenGL->m_RenderData.useNearestNeighbor = true;
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if (pWindow->m_pWLSurface.small() && !pWindow->m_pWLSurface.m_bFillIgnoreSmall && renderdata.blur && **PBLUR) {
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if (!pWindow->m_sAdditionalConfigData.forceNoBlur && pWindow->m_pWLSurface.small() && !pWindow->m_pWLSurface.m_bFillIgnoreSmall && renderdata.blur && **PBLUR) {
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CBox wb = {renderdata.x - pMonitor->vecPosition.x, renderdata.y - pMonitor->vecPosition.y, renderdata.w, renderdata.h};
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wb.scale(pMonitor->scale).round();
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g_pHyprOpenGL->renderRectWithBlur(&wb, CColor(0, 0, 0, 0), renderdata.dontRound ? 0 : renderdata.rounding - 1, renderdata.fadeAlpha,
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