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Move effect transform + bounds check out of getLocalPosition
This results in a tad bit of duplicated code, but considering that we
have 4 different code paths (colorAtNearest, colorAtLinear,
isTouchingNearest, and isTouchingLinear) for sampling a silhouette,
that's to be expected.
This more closely matches the GPU pipeline, in which color and position
calculations are more intertwined. This replaces the hacky fix in #424
with a solution that matches the GPU: instead of not transforming points
outside the skin bounds, just return transparency/false early.
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