fix rendering on scaled monitors
I have no idea why this takes the raw unscaled resolution, and then we have to multiply by the scale *again* in render(), but that's life.
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							| @@ -699,11 +699,8 @@ rendermon(struct wl_listener *listener, void *data) | ||||
| 	if (!wlr_output_attach_render(m->wlr_output, NULL)) { | ||||
| 		return; | ||||
| 	} | ||||
| 	/* The "effective" resolution can change if you rotate your outputs. */ | ||||
| 	int width, height; | ||||
| 	wlr_output_effective_resolution(m->wlr_output, &width, &height); | ||||
| 	/* Begin the renderer (calls glViewport and some other GL sanity checks) */ | ||||
| 	wlr_renderer_begin(renderer, width, height); | ||||
| 	wlr_renderer_begin(renderer, m->wlr_output->width, m->wlr_output->height); | ||||
|  | ||||
| 	float color[4] = {0.3, 0.3, 0.3, 1.0}; | ||||
| 	wlr_renderer_clear(renderer, color); | ||||
|   | ||||
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