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backend: gl: use effective texture size for rounded corner calculation
The rounded corner calculation only took the actual texture dimensions into account, effectively turning all pixels outside completely transparent. Furthermore, `texelFetch()` in the default window shader does not work with any `GL_TEXTURE_WRAP_x` parameter. As a result, a to-be-tiled root pixmap wasn't properly tiled and only visible in the original top-left corner. - Changed the default window shader to use `textureSize()` to scale the texture coordinates into the proper range for use with `texture2D()`. - Added a new uniform to the default post-processing shader containing the effective texture size for rounded corners calculation instead of relying on `textureSize()`.
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