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renderer: allow custom uv for surface no-blur passes
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@ -208,12 +208,12 @@ static void renderSurface(SP<CWLSurfaceResource> surface, int x, int y, void* da
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if (RDATA->blur)
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, RDATA->blockBlurOptimization, RDATA->fadeAlpha);
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else
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding);
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding, false, true);
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} else {
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if (RDATA->blur && RDATA->popup)
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, true, RDATA->fadeAlpha);
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else
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding);
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding, false, true);
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}
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if (!g_pHyprRenderer->m_bBlockSurfaceFeedback) {
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