Oh, I know what this is: the middle (tiling) patch is not power of two. Since you have 1px borders, the middle patch ends up 30x30, and WebGL can currently only tile power-of-two textures, so it will have to stretch the middle patch to 32x32 to tile it which affects the display quality.
There's not much we can do about this - hopefully WebGL 2 will fix it since it has non-power-of-two texture support.