     // it is inflated.
     RectWithEndpoint adjusted_segment_rect = segment_rect;
 
+    bool antialiased = !transform.is_axis_aligned || ((brush_flags & BRUSH_FLAG_FORCE_AA) != 0);
+
     // Write the normal vertex information out.
-    if (transform.is_axis_aligned) {
-
-        // TODO(gw): transform bounds may be referenced by
-        //           the fragment shader when running in
-        //           the alpha pass, even on non-transformed
-        //           items. For now, just ensure it has no
-        //           effect. We can tidy this up as we move
-        //           more items to be brush shaders.
-#if defined(WR_FEATURE_ALPHA_PASS) && !defined(SWGL_ANTIALIAS)
-        init_transform_vs(vec4(vec2(-1.0e16), vec2(1.0e16)));
-#endif
-    } else {
+    if (antialiased) {
         adjusted_segment_rect = clip_and_init_antialiasing(
             segment_rect,
             ph.local_rect,

        // it so that it doesn't interfere with the aa.
        ph.local_clip_rect.p0 = vec2(-1.0e16);
        ph.local_clip_rect.p1 = vec2(1.0e16);
    }

    // Select the corner of the local rect that we are processing.

#define BRUSH_FLAG_SEGMENT_REPEAT_Y_ROUND      32
#define BRUSH_FLAG_SEGMENT_NINEPATCH_MIDDLE    64
#define BRUSH_FLAG_TEXEL_RECT                 128
#define BRUSH_FLAG_FORCE_AA                   256

#define INVALID_SEGMENT_INDEX                   0xffff

