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https://github.com/hyprwm/Hyprland.git
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fix shadows on scaled
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@@ -99,6 +99,8 @@ void CHyprDropShadowDecoration::draw(SMonitor* pMonitor, float a) {
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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wlr_box windowBox = {m_vLastWindowPos.x - pMonitor->vecPosition.x, m_vLastWindowPos.y - pMonitor->vecPosition.y, m_vLastWindowSize.x, m_vLastWindowSize.y};
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wlr_box windowBox = {m_vLastWindowPos.x - pMonitor->vecPosition.x, m_vLastWindowPos.y - pMonitor->vecPosition.y, m_vLastWindowSize.x, m_vLastWindowSize.y};
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scaleBox(&windowBox, pMonitor->scale);
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if (windowBox.width < 1 || windowBox.height < 1) {
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if (windowBox.width < 1 || windowBox.height < 1) {
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_STENCIL_TEST);
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@@ -110,7 +112,8 @@ void CHyprDropShadowDecoration::draw(SMonitor* pMonitor, float a) {
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glStencilFunc(GL_NOTEQUAL, 1, -1);
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glStencilFunc(GL_NOTEQUAL, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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}
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}
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scaleBox(&fullBox, pMonitor->scale);
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, *PROUNDING, *PSHADOWSIZE, a);
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g_pHyprOpenGL->renderRoundedShadow(&fullBox, *PROUNDING, *PSHADOWSIZE, a);
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if (*PSHADOWIGNOREWINDOW) {
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if (*PSHADOWIGNOREWINDOW) {
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