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optimize border shader
Do not calculate gradient for discarded fragments
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@@ -55,8 +55,7 @@ void main() {
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highp vec2 originalPixCoord = v_texcoord;
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highp vec2 originalPixCoord = v_texcoord;
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originalPixCoord *= fullSizeUntransformed;
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originalPixCoord *= fullSizeUntransformed;
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vec4 pixColor = getColorForCoord(v_texcoord);
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vec4 pixColor = vec4(1.0, 1.0, 1.0, 1.0);
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pixColor[3] *= alpha;
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bool done = false;
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bool done = false;
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@@ -112,6 +111,9 @@ void main() {
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if (pixColor[3] == 0.0)
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if (pixColor[3] == 0.0)
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discard;
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discard;
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pixColor = getColorForCoord(v_texcoord) * pixColor[3];
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pixColor[3] *= alpha;
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gl_FragColor = pixColor;
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gl_FragColor = pixColor;
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}
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}
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)#";
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)#";
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