--- # Bug 2035734 - Gecko-style reproduction. # Integer layout coords inside a 1.25x stacking-context transform produce # fractional device-space prim_rect, which `create_quad_primitive` rounds in # device space. The shader inverse-maps the rounded p0 back to layout, giving # a non-integer `local_prim_rect.p0`. Element offsets must be computed # against this round-tripped p0 to keep the analytical clip aligned. # # At 1.25x the trailing-edge seam from the unfixed quad path lands at the # device pixel just outside each box's right/bottom edge — same mechanism as # the original Bugzilla report at 125% display scaling. root: items: - type: stacking-context bounds: [0, 0, 1000, 600] transform: scale(1.25) items: - type: rect bounds: [0, 0, 800, 480] color: [255, 255, 255] - type: rect bounds: [50, 50, 200, 200] color: [103, 150, 29] - type: box-shadow bounds: [50, 50, 200, 200] color: [0, 0, 0, 0.47] clip-mode: outset offset: [0, 0] blur-radius: 7 spread-radius: 2 - type: rect bounds: [350, 50, 200, 200] color: [103, 150, 29] - type: box-shadow bounds: [350, 50, 200, 200] color: [0, 0, 0, 0.47] clip-mode: inset offset: [0, 0] blur-radius: 7 spread-radius: 2