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renderer: don't occlude when pre-blur is queued
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@@ -480,7 +480,8 @@ void CHyprRenderer::renderAllClientsForWorkspace(CMonitor* pMonitor, CWorkspace*
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if (!pWorkspace->m_bHasFullscreenWindow || pWorkspace->m_efFullscreenMode != FULLSCREEN_FULL || !PFULLWINDOW || PFULLWINDOW->m_vRealSize.isBeingAnimated() ||
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!PFULLWINDOW->opaque() || pWorkspace->m_vRenderOffset.vec() != Vector2D{}) {
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setOccludedForBackLayers(g_pHyprOpenGL->m_RenderData.damage, pWorkspace);
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if (!g_pHyprOpenGL->preBlurQueued())
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setOccludedForBackLayers(g_pHyprOpenGL->m_RenderData.damage, pWorkspace);
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for (auto& ls : pMonitor->m_aLayerSurfaceLayers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND]) {
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renderLayer(ls.get(), pMonitor, time);
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