 #endif
 
     vec2 brightness_mod = vec2(0.7, 1.3);
+    bool needs_discard = false;
 
     // Note: we can't pass-through in the following cases,
     // because Angle doesn't support it and fails to compile the shaders.

          draw_mixed_border(distance_from_mix_line, distance_from_middle, local_pos, brightness_mod.xy);
          break;
        case BORDER_STYLE_HIDDEN:
          discard;
        default:
          discard;
    }

#ifdef WR_FEATURE_TRANSFORM

    default:
      oFragColor = vHorizontalColor;
      discard_pixels_in_rounded_borders(localPos);
      break;
  }
}

