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sm: /updates/dev_update_check?version=2058&platform=linux&arch=arm64
sm: /updates/dev_update_check?version=2058&platform=linux&arch=x64
sm: /updates/dev_update_check?version=2058&platform=osx&arch=x64
sm: /updates/dev_update_check?version=2058&platform=windows&arch=x64
sm: /updates/stable_update_check?version=2059&platform=linux&arch=arm64
sm: /updates/stable_update_check?version=2059&platform=linux&arch=x64
sm: /updates/stable_update_check?version=2059&platform=osx&arch=x64
sm: /updates/stable_update_check?version=2059&platform=windows&arch=x64
st: /updates/4/dev_update_check?version=4114&platform=linux&arch=x64
st: /updates/4/dev_update_check?version=4114&platform=osx&arch=x64
st: /updates/4/dev_update_check?version=4114&platform=windows&arch=x64
st: /updates/4/stable_update_check?version=4113&platform=linux&arch=x64
st: /updates/4/stable_update_check?version=4113&platform=osx&arch=x64
st: /updates/4/stable_update_check?version=4113&platform=windows&arch=x64
/src/sublime_text/release_notes/
/src/sublime_merge/release_notes/
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Some shader code
uniform vec2 viewport;
uniform vec2 position;
uniform vec2 size;
#if defined(ROUNDED) || defined(BORDERED)
#ifdef SUPERSAMPLE
// 8x supersample rounded/bordered
// This is set up for 16x supersample in a grid, with half the samples commented out, giving us 8x
vec4 accumulator = vec4(0);