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Send absolute screen coordinates to texture shaders.
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@@ -6,10 +6,10 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
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return R"#(
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// branchless baby!
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vec2 bottomRight = fullSize - radius;
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vec2 pixCoord = v_texcoord - vec2(0.5);
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pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
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pixCoord -= (bottomRight - topLeft) * vec2(0.5);
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highp vec2 pixCoord = vec2(gl_FragCoord);
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pixCoord -= (topLeft + fullSize / vec2(2.0));
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pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0));
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pixCoord -= fullSize * vec2(0.5) - vec2(radius);
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if (all(greaterThan(pixCoord, vec2(0.0)))) {
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