message: Fix casing of `border_radius` in `quad` shader
diff: @@ -53,7 +53,7 @@ void main() {
  vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
  - float borderRadius = selectBorderRadius(
  + float border_radius = selectBorderRadius(
  v_BorderRadius,
  fragCoord,
  (v_Pos + v_Scale * 0.5).xy
  @@ -61,7 +61,7 @@ void main() {
  // TODO: Remove branching (?)
  if(v_BorderWidth > 0.0) {
  - float internal_border = max(borderRadius - v_BorderWidth, 0.0);
  + float internal_border = max(border_radius - v_BorderWidth, 0.0);
  float internal_distance = fDistance(
  fragCoord,
  @@ -85,11 +85,11 @@ void main() {
  fragCoord,
  v_Pos,
  v_Scale,
  - borderRadius
  + border_radius
  );
  float radius_alpha =
  - 1.0 - smoothstep(max(borderRadius - 0.5, 0.0), borderRadius + 0.5, d);
  + 1.0 - smoothstep(max(border_radius - 0.5, 0.0), border_radius + 0.5, d);
  gl_FragColor = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
  }
  