We scale the texture size, so as a consequence we have to scale the blur
radius.
region.texture_id,
node->bounds.size.width * scale,
node->bounds.size.height * scale,
- blur_radius);
-
+ blur_radius * scale);
}
g_assert (blurred_texture_id != 0);
texture_id,
texture_width,
texture_height,
- blur_radius);
+ blur_radius * scale);
gsk_gl_driver_mark_texture_permanent (self->gl_driver, blurred_texture_id);
gsk_gl_shadow_cache_commit (&self->shadow_cache,