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backend: gl: Use effective texture size for rounded corner calculation #1002

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Commits on Jan 19, 2023

  1. backend: gl: use effective texture size for rounded corner calculation

    The rounded corner calculation only took the actual texture dimensions
    into account, effectively turning all pixels outside completely
    transparent. Furthermore, `texelFetch()` in the default window shader
    does not work with any `GL_TEXTURE_WRAP_x` parameter.
    
    As a result, a to-be-tiled root pixmap wasn't properly tiled and only
    visible in the original top-left corner.
    
    - Changed the default window shader to use `textureSize()` to scale the
      texture coordinates into the proper range for use with `texture2D()`.
    - Added a new uniform to the default post-processing shader containing
      the effective texture size for rounded corners calculation instead of
      relying on `textureSize()`.
    tryone144 committed Jan 19, 2023
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