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renderer: separate oversize uv calcs in dimensions
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@@ -776,10 +776,10 @@ void CHyprRenderer::calculateUVForSurface(CWindow* pWindow, wlr_surface* pSurfac
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uvBR = uvBR - Vector2D(1.0 - WPERC * (uvBR.x - uvTL.x), 1.0 - HPERC * (uvBR.y - uvTL.y));
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uvTL = uvTL + TOADDTL;
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if (geom.width > pWindow->m_vRealSize.vec().x || geom.height > pWindow->m_vRealSize.vec().y) {
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if (geom.width > pWindow->m_vRealSize.vec().x)
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uvBR.x = uvBR.x * (pWindow->m_vRealSize.vec().x / geom.width);
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if (geom.height > pWindow->m_vRealSize.vec().y)
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uvBR.y = uvBR.y * (pWindow->m_vRealSize.vec().y / geom.height);
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}
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}
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = uvTL;
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