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Snap quads to pixel grid to avoid antialiasing them around the edges
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@ -434,8 +434,8 @@ impl Renderer {
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let bounds = quad.bounds * scene.scale_factor();
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let border_width = quad.border.width * scene.scale_factor();
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let shader_quad = shaders::GPUIQuad {
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origin: bounds.origin().to_float2(),
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size: bounds.size().to_float2(),
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origin: bounds.origin().round().to_float2(),
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size: bounds.size().round().to_float2(),
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background_color: quad
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.background
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.unwrap_or(ColorU::transparent_black())
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