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				@@ -251,10 +251,18 @@ namespace Jellyfin.Drawing.Skia 
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				             // We want tiles to be as close to square as possible, and to *mostly* keep under 16 tiles for performance. 
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				             // One tile is (width / xComp) x (height / yComp) pixels, which means that ideally yComp = xComp * height / width. 
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				             // See more at https://github.com/woltapp/blurhash/#how-do-i-pick-the-number-of-x-and-y-components 
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				-            float xComp = MathF.Sqrt(16.0f * dims.Width / dims.Height); 
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				-            float yComp = xComp * dims.Height / dims.Width; 
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				+            float xCompF = MathF.Sqrt(16.0f * dims.Width / dims.Height); 
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				+            float yCompF = xCompF * dims.Height / dims.Width; 
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				-            return BlurHashEncoder.Encode(Math.Min((int)xComp + 1, 9), Math.Min((int)yComp + 1, 9), path); 
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				+            int xComp = Math.Min((int)xCompF + 1, 9); 
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				+            int yComp = Math.Min((int)yCompF + 1, 9); 
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				+ 
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				+            // FIXME: current lib is bugged for xComp != yComp 
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				+            // remove when https://github.com/Bond-009/BlurHashSharp/pull/1 is merged 
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				+            int tmp = Math.Max(xComp, yComp); 
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				+            xComp = yComp = tmp; 
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				+ 
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				+            return BlurHashEncoder.Encode(xComp, yComp, path); 
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				         } 
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				         private static bool HasDiacritics(string text) 
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