Also it looks like we use GL_NEAREST instead of GL_LINEAR for texturing
the shadow. I vaguely recall I left it that way for performance in years
gone by. Still should be fine to use GL_NEAREST providing the shadow
texture itself is at least 2x the resolution needed for scale 1.0.

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https://bugs.launchpad.net/bugs/1657937

Title:
  Unity panel shadow is low resolution - looks pixelated at 3K+
  resolutions with scale 2.0

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