anchor.diff:  uniform highp float g_BorderThickness;
   uniform lowp vec4 g_BorderColour;
   
  -uniform float g_MaskingBlendRange;
  +uniform mediump float g_MaskingBlendRange;
   
  -uniform float g_AlphaExponent;
  +uniform lowp float g_AlphaExponent;
   
   uniform highp vec2 g_EdgeOffset;
   
   uniform bool g_DiscardInner;
   uniform highp float g_InnerCornerRadius;
   
  -float distanceFromRoundedRect(highp vec2 offset, highp float radius)
  +highp float distanceFromRoundedRect(highp vec2 offset, highp float radius)
   {
   	highp vec2 maskingPosition = v_MaskingPosition + offset;
   
  
positive.code: 
  varying highp vec2 v_MaskingPosition;
  varying lowp vec4 v_Colour;
  varying vec2 v_TexCoord;
  varying highp vec4 v_TexRect;
  varying highp vec2 v_BlendRange;
  
  
negative.code: void main(void)
  {
  	highp float dist = distanceFromRoundedRect(vec2(0.0), g_CornerRadius);
  	lowp float alphaFactor = 1.0;
  	lowp vec4 texel = texture2D(m_Sampler, v_TexCoord, -0.9);
  
  	// Discard inner pixels
  