                 vAlphaMask = vec2(0.0);
         }
     }
-
-    // Get local vertex position for the corner rect.
-    // TODO(gw): We could reduce the number of pixels written here
-    // by calculating a tight fitting bounding box of the dash itself.
-    vec2 pos = corner.rect.p0 + aPosition.xy * corner.rect.size;
 
     // Transform to world pos
     vec4 world_pos = scroll_node.transform * vec4(pos, 0.0, 1.0);

    BorderCorner corner = fetch_border_corner(cmi.clip_data_address);
    vClipCenter = corner.clip_center;

    if (cmi.segment == 0) {
        // The first segment is used to zero out the border corner.
        vAlphaMask = vec2(0.0);

                vPoint_Tangent1 = vec4(1.0);
                vDotParams = vec3(cdot.center_radius.xy * sign_modifier, cdot.center_radius.z);
                vAlphaMask = vec2(1.0, 1.0);

                // Generate a tighter bounding rect for dots based on their position. Dot
                // centers are given relative to clip center, so we need to move the dot
                // rectangle into the clip space with an origin at the top left. First,
                // we expand the radius slightly to ensure we get full coverage on all the pixels
                // of the dots.
                float expanded_radius = cdot.center_radius.z + 2.0;
                pos = (vClipCenter + vDotParams.xy - vec2(expanded_radius));
                pos += (aPosition.xy * vec2(expanded_radius * 2.0));
                pos = clamp(pos, corner.rect.p0, corner.rect.p0 + corner.rect.size);

                break;
            }
            default:
