renderer: fix small surface's blur region being offset by monitor coords

This commit is contained in:
Vaxry 2023-10-30 16:20:30 +00:00
parent 4b592d0819
commit 1c9d6b94d1

View file

@ -433,7 +433,7 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
g_pHyprOpenGL->m_RenderData.useNearestNeighbor = true;
if (pWindow->m_pWLSurface.small() && !pWindow->m_pWLSurface.m_bFillIgnoreSmall && renderdata.blur) {
wlr_box wb = {renderdata.x, renderdata.y, renderdata.w, renderdata.h};
wlr_box wb = {renderdata.x - pMonitor->vecPosition.x, renderdata.y - pMonitor->vecPosition.y, renderdata.w, renderdata.h};
scaleBox(&wb, pMonitor->scale);
g_pHyprOpenGL->renderRectWithBlur(&wb, CColor(0, 0, 0, 0), renderdata.dontRound ? 0 : renderdata.rounding - 1);
renderdata.blur = false;