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backend: gl: do not use larger-than-screen textures for blur buffers
Blur-texture sampling has been changed to `CLAMP_TO_EDGE` in commit 4b0ff37 and to using the buffer textures at screen position instead of texture origin in commit 89c18af. When using the above approach, expanding the buffer textures by the same amount as the damage region is not needed anymore, as we cannot render more than the screen region anyways. Having larger-than-screen buffer textures might lead to a slight darkening at the upper and right edges since we don't necessarily trigger the `CLAMP_TO_EDGE` condition in the intermediate steps. This becomes apparent when using dual-kawase at large blur-strengths with light backgrounds. These changes do not affect the general approach of rendering a larger-than-window region with the blur to accommodate the necessary increase in damage region. Related: 6d646b5
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