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gl renderer: Fix two scale_x/y mixups
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@ -2390,7 +2390,7 @@ render_outset_shadow_node (GskGLRenderer *self,
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if (slice_is_visible (&slices[NINE_SLICE_TOP_CENTER]))
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{
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x1 = min_x + (slices[NINE_SLICE_TOP_LEFT].width / scale_x);
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x2 = max_x - (slices[NINE_SLICE_TOP_RIGHT].width / scale_y);
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x2 = max_x - (slices[NINE_SLICE_TOP_RIGHT].width / scale_x);
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y1 = min_y;
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y2 = min_y + (slices[NINE_SLICE_TOP_CENTER].height / scale_y);
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@ -2487,7 +2487,7 @@ render_outset_shadow_node (GskGLRenderer *self,
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{
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x1 = min_x;
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x2 = min_x + (slices[NINE_SLICE_LEFT_CENTER].width / scale_x);
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y1 = min_y + (slices[NINE_SLICE_TOP_LEFT].height / scale_x);
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y1 = min_y + (slices[NINE_SLICE_TOP_LEFT].height / scale_y);
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y2 = max_y - (slices[NINE_SLICE_BOTTOM_LEFT].height / scale_y);
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tx1 = tregs[NINE_SLICE_LEFT_CENTER].x;
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tx2 = tregs[NINE_SLICE_LEFT_CENTER].x2;
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