e9298a1d2ab597baa177876ae4e62ba4cf9c54e8
Impose the same large limit as the slower 2-pass blur. Also renames "RRectShadow" to the much less ambiguous "SolidRRectBlur". Before, a large enough blur sigma would result in nothing getting drawn. The Gaussian integral seems to be working fine against 16bit ops, so no adjustments were needed in the shader. 
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