diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index ee5d9a86b..78b53c9bc 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -2147,14 +2147,20 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP tex, const CBox& box, f glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // stencil done. Render everything. - CBox MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; - // render our great blurred FB - // calculate the uv for it const auto LASTTL = m_RenderData.primarySurfaceUVTopLeft; const auto LASTBR = m_RenderData.primarySurfaceUVBottomRight; - m_RenderData.primarySurfaceUVTopLeft = box.pos() / MONITORBOX.size(); - m_RenderData.primarySurfaceUVBottomRight = (box.pos() + box.size()) / MONITORBOX.size(); + CBox transformedBox = box; + transformedBox.transform(wlTransformToHyprutils(invertTransform(m_RenderData.pMonitor->transform)), m_RenderData.pMonitor->vecTransformedSize.x, + m_RenderData.pMonitor->vecTransformedSize.y); + + CBox monitorSpaceBox = {transformedBox.pos().x / m_RenderData.pMonitor->vecPixelSize.x * m_RenderData.pMonitor->vecTransformedSize.x, + transformedBox.pos().y / m_RenderData.pMonitor->vecPixelSize.y * m_RenderData.pMonitor->vecTransformedSize.y, + transformedBox.width / m_RenderData.pMonitor->vecPixelSize.x * m_RenderData.pMonitor->vecTransformedSize.x, + transformedBox.height / m_RenderData.pMonitor->vecPixelSize.y * m_RenderData.pMonitor->vecTransformedSize.y}; + + m_RenderData.primarySurfaceUVTopLeft = monitorSpaceBox.pos() / m_RenderData.pMonitor->vecTransformedSize; + m_RenderData.primarySurfaceUVBottomRight = (monitorSpaceBox.pos() + monitorSpaceBox.size()) / m_RenderData.pMonitor->vecTransformedSize; static auto PBLURIGNOREOPACITY = CConfigValue("decoration:blur:ignore_opacity"); setMonitorTransformEnabled(true);