   }
 }
 
-
 // TODO: Investigate performance of this shader and see
 //       if it's worthwhile splitting it / removing branches etc.
 void main(void) {

            draw_solid_border(vDistanceFromMixLine, local_pos);
            break;
        case BORDER_STYLE_DOUBLE:
            draw_double_border(local_pos);
            break;
        default:
            discard;

    float distance_from_mix_line = (local_pos.x - vPieceRect.x) * vPieceRect.w -
                                   (local_pos.y - vPieceRect.y) * vPieceRect.z;
    distance_from_mix_line /= vPieceRectHypotenuseLength;

    switch (vBorderStyle) {
        case BORDER_STYLE_DASHED:
        case BORDER_STYLE_DOTTED:
        case BORDER_STYLE_OUTSET:
        case BORDER_STYLE_INSET:
        case BORDER_STYLE_SOLID:
        case BORDER_STYLE_NONE:
          draw_solid_border(distance_from_mix_line, local_pos);
          break;
        case BORDER_STYLE_DOUBLE:
          draw_double_border(distance_from_mix_line, local_pos);
          break;
        default:
          discard;

    }

    oFragColor *= vec4(1, 1, 1, alpha);
#else
    switch (vBorderStyle) {
        case BORDER_STYLE_DASHED:
