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// general idea:
// render as indexed triangle list (strip is not possible because lyon only
// emits a triangle list) the vertex data is just position
// additionally use a shader buffer object for per primitive data,
// per primitive data:
// vec4 fill_color;
// vec4 stroke_color;
// float z_index;
// for text rendering
// vec2 tex_base;
// vec2 tex_scale;
// for rect rendering
// vec2 center;
// vec2 size;
// float border_radius;
// float stroke_width;
// u8 type;