---
# 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
