     vClipParams1 = aClipParams1;
     vClipParams2 = aClipParams2;
 
-    // For the case of dot clips, optimize the number of pixels that
-    // are hit to just include the dot itself.
-    // TODO(gw): We should do something similar in the future for
-    //           dash clips!
-    if (clip_mode == CLIP_DOT) {
-        // Expand by a small amount to allow room for AA around
-        // the dot.
-        float expanded_radius = aClipParams1.z + 2.0;
-        vPos = vClipParams1.xy + expanded_radius * (2.0 * aPosition.xy - 1.0);
-        vPos = clamp(vPos, vec2(0.0), aRect.zw);
-    }
-
     gl_Position = uTransform * vec4(aTaskOrigin + aRect.xy + vPos, 0.0, 1.0);
 }
 #endif

#define SEGMENT_TOP             5
#define SEGMENT_RIGHT           6
#define SEGMENT_BOTTOM          7

#define CLIP_NONE   0
#define CLIP_DASH   1
#define CLIP_DOT    2

#ifdef WR_VERTEX_SHADER



void main(void) {
    int segment = aFlags & 0xff;

    vec2 outer_scale = get_outer_corner_scale(segment);
    vec2 outer = outer_scale * aRect.zw;
