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

  // it between the limits accepted by `mix`.
  float colorMix = min(max(distanceFromMixLine / pixelsPerFragment, -0.5), 0.5) + 0.5;
  return mix(vHorizontalColor, vVerticalColor, colorMix);
}

#ifdef WR_FEATURE_TRANSFORM

  return mix(white, circleColor, circleColor.a);
}

vec4 draw_double_edge(float pos, float len, float pixelsPerFragment) {
  float total_border_width = len;
  float one_third_width = total_border_width / 3.0;

  // Contribution of the outer border segment.
  float alpha = alpha_for_solid_border(pos,
                                       total_border_width - one_third_width,
                                       total_border_width,
                                       pixelsPerFragment);

  // Contribution of the inner border segment.
  alpha += alpha_for_solid_border(pos, 0, one_third_width, pixelsPerFragment);
  return get_fragment_color(vDistanceFromMixLine, pixelsPerFragment) * vec4(1, 1, 1, alpha);
}

vec4 draw_double_edge_vertical(float pixelsPerFragment) {
  // Get our position within this specific segment
  float position = vLocalPos.x - vLocalRect.x;
  return draw_double_edge(position, vLocalRect.z, pixelsPerFragment);
}

vec4 draw_double_edge_horizontal(float pixelsPerFragment) {
  // Get our position within this specific segment
  float position = vLocalPos.y - vLocalRect.y;
  return draw_double_edge(position, vLocalRect.w, pixelsPerFragment);
}

vec4 draw_double_edge_corner_with_radius(float pixelsPerFragment) {
  float total_border_width = vRadii.x - vRadii.z;
  float one_third_width = total_border_width / 3.0;

  // Contribution of the outer border segment.
  float alpha = alpha_for_solid_border_corner(vLocalPos,
                                              vRadii.x - one_third_width,
                                              vRadii.x,
                                              pixelsPerFragment);

  // Contribution of the inner border segment.
  alpha += alpha_for_solid_border_corner(vLocalPos,
                                         vRadii.z,
                                         vRadii.z + one_third_width,
                                         pixelsPerFragment);
  return get_fragment_color(vDistanceFromMixLine, pixelsPerFragment) * vec4(1, 1, 1, alpha);
}

vec4 draw_double_edge_corner(float pixelsPerFragment) {
  if (vRadii.x > 0) {
    return draw_double_edge_corner_with_radius(pixelsPerFragment);
  }

  bool is_vertical = (vBorderPart == PST_TOP_LEFT) ? vDistanceFromMixLine < 0 :
                                                     vDistanceFromMixLine >= 0;
  if (is_vertical) {
    return draw_double_edge_vertical(pixelsPerFragment);
  } else {
    return draw_double_edge_horizontal(pixelsPerFragment);
  }
}

