Get rid of compuation of the intersection for penumbra and convex hull for umbra.
Use simple circle / normal to compute the penumbra and simple intersection for umbra.
The new way could be 2x to 4x faster from rectangle to round shape.
And this part is roughly half of the shadow computation, or 2/3 of spot shadow
computation.
This improve the spot shadow spikeness too.
b/16712006
b/14976551
Change-Id: I02911784868731369efa73f76fc915bc08248600
bug:14259972
Ensure that translationZ is applied for true3dTransform property
transformations, even if the node doesn't have any other
transformation properties set.
Additionally, use fuzzy compare for translationZ, similar to
rotationX/Y, since they're expenive to leave set in rounding error
cases.
Change-Id: Idafa4423cc7751a8f433237b1f576aa7abb74f6e