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.