     // Check if inside corner clip-region
     vec2 clip_relative_pos = vPos - vClipCenter_Sign.xy;
     bool in_clip_region = all(lessThan(vClipCenter_Sign.zw * clip_relative_pos, vec2(0.0)));
+
     float d = -1.0;
-
-    switch (clip_mode) {
-        case CLIP_DOT: {
-            // Set clip distance based or dot position and radius.
-            d = distance(vClipParams1.xy, vPos) - vClipParams1.z;
-            break;
-        }
-        case CLIP_DASH: {
-            // Get SDF for the two line/tangent clip lines,
-            // do SDF subtract to get clip distance.
-            float d0 = distance_to_line(vClipParams1.xy,
-                                        vClipParams1.zw,
-                                        vPos);
-            float d1 = distance_to_line(vClipParams2.xy,
-                                        vClipParams2.zw,
-                                        vPos);
-            d = max(d0, -d1);
-            break;
-        }
-        case CLIP_NONE:
-        default:
-            break;
-    }
-
     if (in_clip_region) {
         float d_radii_a = distance_to_ellipse(clip_relative_pos, vClipRadii.xy, aa_range);
         float d_radii_b = distance_to_ellipse(clip_relative_pos, vClipRadii.zw, aa_range);
-        float d_radii = max(d_radii_a, -d_radii_b);
-        d = max(d, d_radii);
+        d = max(d_radii_a, -d_radii_b);
     }
 
     float alpha = distance_aa(aa_range, d);

// transition occurs. Used for corners only.
flat varying vec4 vColorLine;

// x = segment, z = edge axes, w = clip mode
flat varying ivec4 vConfig;

// xy = Local space position of the clip center.

    vClipParams1 = aClipParams1;
    vClipParams2 = aClipParams2;

    gl_Position = uTransform * vec4(aTaskOrigin + aRect.xy + vPos, 0.0, 1.0);
}
#endif
