 #ifdef WR_FRAGMENT_SHADER
 void main(void) {
     float aa_range = compute_aa_range(vPos);
-    vec4 color0, color1;
-
-    int segment = vConfig.x;
-    ivec2 edge_axis = ivec2(vConfig.z & 0xffff, vConfig.z >> 16);
 
     float mix_factor = 0.0;
-    if (edge_axis.x != edge_axis.y) {
+    if (vMixColors != 0) {
         float d_line = distance_to_line(vColorLine.xy, vColorLine.zw, vPos);
         mix_factor = distance_aa(aa_range, -d_line);
     }

in int aFlags;
in vec2 aWidths;
in vec2 aRadii;
in vec4 aClipParams1;
in vec4 aClipParams2;

vec2 get_outer_corner_scale(int segment) {
    vec2 p;

    vClipCenter_Sign = vec4(outer + clip_sign * aRadii, clip_sign);
    vClipRadii = vec4(aRadii, max(aRadii - aWidths, 0.0));
    vColorLine = vec4(outer, aWidths.y * -clip_sign.y, aWidths.x * clip_sign.x);

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