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background-content: Optimize rounded clipping shader a bit
We're using the gtk4 shader for rounded rect clipping here, and gtk just
introduced a small optimization to make this shader a bit faster, so
let's do the same.
See 57e354c297
Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1774>
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@ -175,16 +175,24 @@ typedef enum
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" p.x >= bounds.z || p.y >= bounds.w) \n"\
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" return 0.0; \n"\
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" \n"\
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" vec2 rad_tl = corner_centers_1.xy - bounds.xy; \n"\
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" vec2 rad_tr = corner_centers_1.zw - bounds.zy; \n"\
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" vec2 rad_br = corner_centers_2.xy - bounds.zw; \n"\
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" vec2 rad_bl = corner_centers_2.zw - bounds.xw; \n"\
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" \n"\
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" vec2 ref_tl = corner_centers_1.xy; \n"\
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" vec2 ref_tr = corner_centers_1.zw; \n"\
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" vec2 ref_br = corner_centers_2.xy; \n"\
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" vec2 ref_bl = corner_centers_2.zw; \n"\
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" \n"\
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" if (p.x >= ref_tl.x && p.x >= ref_bl.x && \n"\
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" p.x <= ref_tr.x && p.x <= ref_br.x) \n"\
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" return 1.0; \n"\
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" \n"\
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" if (p.y >= ref_tl.y && p.y >= ref_tr.y && \n"\
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" p.y <= ref_bl.y && p.y <= ref_br.y) \n"\
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" return 1.0; \n"\
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" \n"\
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" vec2 rad_tl = corner_centers_1.xy - bounds.xy; \n"\
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" vec2 rad_tr = corner_centers_1.zw - bounds.zy; \n"\
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" vec2 rad_br = corner_centers_2.xy - bounds.zw; \n"\
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" vec2 rad_bl = corner_centers_2.zw - bounds.xw; \n"\
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" \n"\
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" float d_tl = ellipsis_coverage(p, ref_tl, rad_tl); \n"\
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" float d_tr = ellipsis_coverage(p, ref_tr, rad_tr); \n"\
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" float d_br = ellipsis_coverage(p, ref_br, rad_br); \n"\
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