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renderer: fix small surface's blur region being offset by monitor coords
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1 changed files with 1 additions and 1 deletions
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@ -433,7 +433,7 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, CMonitor* pMonitor, timespec*
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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) {
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wlr_box wb = {renderdata.x, renderdata.y, renderdata.w, renderdata.h};
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wlr_box wb = {renderdata.x - pMonitor->vecPosition.x, renderdata.y - pMonitor->vecPosition.y, renderdata.w, renderdata.h};
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scaleBox(&wb, pMonitor->scale);
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g_pHyprOpenGL->renderRectWithBlur(&wb, CColor(0, 0, 0, 0), renderdata.dontRound ? 0 : renderdata.rounding - 1);
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renderdata.blur = false;
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