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This appears to fix the problem on my end. I'm doing the same thing renderTextureWithBlurInternal does i.e. calculating the monitor space box to set the UV on the blur texture.

However, I'm hesitant on opening a PR cause 1) I can't understand why this wasn't necessary before, and 2) I'm not sure this doesn't conflict with anything.

Wish someone would give this a look

diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 31a6928e..1fbce27c 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -1056,8 +1056,31 @@ void CHyprOpenGLImpl::renderRectWithBlurInternal(const CBox& box, const CHyprCol
     g_pHyprRenderer->pushMonitorTransformEnabled(true);
     const auto SAV…

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@Haku-taku
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@jmanc3
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Answer selected by jmanc3
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