fix fill antialiasing for perspective views
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@@ -6,5 +6,5 @@ varying vec2 v_pos;
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void main() {
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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v_pos = (gl_Position.xy + 1.0) / 2.0 * u_world;
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v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;
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}
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