3b1b-manim/manimlib/shaders/quadratic_bezier_stroke_vert.glsl

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#version 330
in vec3 point;
in vec3 prev_point;
in vec3 next_point;
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in float stroke_width;
in vec4 color;
in float joint_type;
out vec3 bp; // Bezier control point
out vec3 prev_bp;
out vec3 next_bp;
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out float v_stroke_width;
out vec4 v_color;
out float v_joint_type;
// TODO, this should maybe depend on scale
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const float STROKE_WIDTH_CONVERSION = 0.01;
#INSERT rotate_point_for_frame.glsl
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void main(){
v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width;
v_color = color;
v_joint_type = joint_type;
bp = rotate_point_for_frame(point);
prev_bp = rotate_point_for_frame(prev_point);
next_bp = rotate_point_for_frame(next_point);
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}