Remove unused edge_to_point
calculation in quad shader
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@ -77,7 +77,6 @@ fragment float4 quad_fragment(
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float2 half_size = input.size / 2.;
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float2 center = input.origin + half_size;
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float2 center_to_point = input.position.xy - center;
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float2 edge_to_point = abs(center_to_point) - half_size;
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float2 rounded_edge_to_point = abs(center_to_point) - half_size + input.corner_radius;
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float distance = length(max(0., rounded_edge_to_point)) + min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) - input.corner_radius;
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