• Remove manual interpolation of local space in transform shaders.

    Instead, for vertex transform shaders we now write out:
     (world.xy, z * world.w, world.w)
    
    This gives us constant Z across the polygon for draw ordering.
    
    It also means we can use the hardware interpolators instead of
    manually dividing by Z in the fragment shader for local_pos.
    
    This is mostly preparation work for switching shaders over to
    be brush primitives, but has the happy side effect of:
    
     * Fixing a small number of Gecko + Servo reftests.
     * Simpler and faster code.
    gw3583 committed Nov 21, 2017