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shaders: short-circuit rounding if radius <= 0
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@@ -120,8 +120,10 @@ void main() {
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pixColor[2] = pixColor[2] * tint[2];
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pixColor[2] = pixColor[2] * tint[2];
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}
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}
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if (radius > 0.0) {
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)#" +
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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}
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gl_FragColor = pixColor * alpha;
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gl_FragColor = pixColor * alpha;
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})#";
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})#";
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@@ -167,8 +169,10 @@ void main() {
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pixColor[2] = pixColor[2] * tint[2];
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pixColor[2] = pixColor[2] * tint[2];
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}
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}
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if (radius > 0.0) {
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)#" +
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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}
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gl_FragColor = pixColor * alpha;
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gl_FragColor = pixColor * alpha;
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})#";
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})#";
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@@ -255,8 +259,10 @@ void main() {
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pixColor[2] = pixColor[2] * tint[2];
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pixColor[2] = pixColor[2] * tint[2];
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}
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}
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if (radius > 0.0) {
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)#" +
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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}
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gl_FragColor = pixColor * alpha;
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gl_FragColor = pixColor * alpha;
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}
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}
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