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#version 330
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 5) out;
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// Needed for get_gl_Position
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uniform vec2 frame_shape;
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uniform vec2 pixel_shape;
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uniform float focal_distance;
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uniform float is_fixed_in_frame;
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uniform float anti_alias_width;
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uniform float flat_stroke;
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//Needed for lighting
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uniform vec3 light_source_position;
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uniform vec3 camera_position;
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uniform float joint_type;
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uniform float reflectiveness;
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uniform float gloss;
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uniform float shadow;
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in vec3 verts[3];
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in float v_joint_angle[3];
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in float v_stroke_width[3];
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in vec4 v_color[3];
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out vec4 color;
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out float uv_stroke_width;
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out float uv_anti_alias_width;
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out float has_prev;
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out float has_next;
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out float bezier_degree;
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out vec2 uv_coords;
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out vec2 uv_b2;
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// Codes for joint types
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const float AUTO_JOINT = 0;
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const float ROUND_JOINT = 1;
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const float BEVEL_JOINT = 2;
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const float MITER_JOINT = 3;
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const float PI = 3.141592653;
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const float DISJOINT_CONST = 404.0;
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#INSERT quadratic_bezier_geometry_functions.glsl
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#INSERT get_gl_Position.glsl
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#INSERT get_unit_normal.glsl
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#INSERT finalize_color.glsl
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void create_joint(float angle, vec2 unit_tan, float buff,
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vec2 static_c0, out vec2 changing_c0,
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vec2 static_c1, out vec2 changing_c1){
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float shift;
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if(abs(angle) < 1e-3){
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// No joint
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shift = 0;
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}else if(joint_type == MITER_JOINT){
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shift = buff * (-1.0 - cos(angle)) / sin(angle);
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}else{
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// For a Bevel joint
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shift = buff * (1.0 - cos(angle)) / sin(angle);
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}
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changing_c0 = static_c0 - shift * unit_tan;
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changing_c1 = static_c1 + shift * unit_tan;
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}
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// This function is responsible for finding the corners of
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// a bounding region around the bezier curve, which can be
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// emitted as a triangle fan
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int get_corners(
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vec2 controls[3],
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int degree,
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float stroke_widths[3],
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float angle_from_prev,
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float angle_to_next,
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out vec2 corners[5]
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){
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vec2 p0 = controls[0];
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vec2 p1 = controls[1];
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vec2 p2 = controls[2];
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// Unit vectors for directions between control points
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vec2 v10 = normalize(p0 - p1);
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vec2 v12 = normalize(p2 - p1);
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vec2 v01 = -v10;
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vec2 v21 = -v12;
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vec2 p0_perp = vec2(-v01.y, v01.x); // Pointing to the left of the curve from p0
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vec2 p2_perp = vec2(-v12.y, v12.x); // Pointing to the left of the curve from p2
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// aaw is the added width given around the polygon for antialiasing.
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// In case the normal is faced away from (0, 0, 1), the vector to the
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// camera, this is scaled up.
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float aaw = anti_alias_width * frame_shape.y / pixel_shape.y;
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float buff0 = 0.5 * stroke_widths[0] + aaw;
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float buff2 = 0.5 * stroke_widths[2] + aaw;
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float aaw0 = (1 - has_prev) * aaw;
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float aaw2 = (1 - has_next) * aaw;
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vec2 c0 = p0 - buff0 * p0_perp + aaw0 * v10;
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vec2 c1 = p0 + buff0 * p0_perp + aaw0 * v10;
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vec2 c2 = p2 + buff2 * p2_perp + aaw2 * v12;
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vec2 c3 = p2 - buff2 * p2_perp + aaw2 * v12;
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// Account for previous and next control points
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if(has_prev > 0) create_joint(angle_from_prev, v01, buff0, c0, c0, c1, c1);
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if(has_next > 0) create_joint(angle_to_next, v21, buff2, c3, c3, c2, c2);
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// Linear case is the simplest
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if(degree == 1){
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// The order of corners should be for a triangle_strip. Last entry is a dummy
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corners = vec2[5](c0, c1, c3, c2, vec2(0.0));
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return 4;
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}
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// Otherwise, form a pentagon around the curve
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float orientation = sign(cross2d(v01, v12)); // Positive for ccw curves
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if(orientation > 0) corners = vec2[5](c0, c1, p1, c2, c3);
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else corners = vec2[5](c1, c0, p1, c3, c2);
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// Replace corner[2] with convex hull point accounting for stroke width
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corners[2] = corners[2] - orientation * (buff0 * p0_perp + buff2 * p2_perp);
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return 5;
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}
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void main() {
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if (distance(verts[0], verts[1]) == 0 && distance(verts[1], verts[2]) == 0) return;
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bezier_degree = (abs(v_joint_angle[1]) < 1e-3) ? 1.0 : 2.0;
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vec3 unit_normal = get_unit_normal(vec3[3](verts[0], verts[1], verts[2]));
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// Adjust stroke width based on distance from the camera
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float scaled_strokes[3];
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for(int i = 0; i < 3; i++){
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float sf = perspective_scale_factor(verts[i].z, focal_distance);
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if(bool(flat_stroke)){
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vec3 to_cam = normalize(vec3(0.0, 0.0, focal_distance) - verts[i]);
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sf *= abs(dot(unit_normal, to_cam));
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}
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scaled_strokes[i] = v_stroke_width[i] * sf;
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}
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// Control points are projected to the xy plane before drawing, which in turn
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// gets tranlated to a uv plane. The z-coordinate information will be remembered
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// by what's sent out to gl_Position, and by how it affects the lighting and stroke width
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vec2 flat_controls[3];
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for(int i = 0; i < 3; i++){
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float sf = perspective_scale_factor(verts[i].z, focal_distance);
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flat_controls[i] = sf * verts[i].xy;
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}
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// If the curve is flat, put the middle control in the midpoint
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if (bezier_degree == 1.0){
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flat_controls[1] = 0.5 * (flat_controls[0] + flat_controls[2]);
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}
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// Set joint information
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float angle_from_prev = v_joint_angle[0];
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float angle_to_next = v_joint_angle[2];
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has_prev = 1.0;
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has_next = 1.0;
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if(angle_from_prev == DISJOINT_CONST){
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angle_from_prev = 0.0;
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has_prev = 0.0;
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}
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if(angle_to_next == DISJOINT_CONST){
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angle_to_next = 0.0;
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has_next = 0.0;
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}
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// Corners of a bounding region around curve
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vec2 corners[5];
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int n_corners = get_corners(
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flat_controls, int(bezier_degree), scaled_strokes,
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angle_from_prev, angle_to_next,
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corners
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);
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int index_map[5] = int[5](0, 0, 1, 2, 2);
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if(n_corners == 4) index_map[2] = 2;
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// Find uv conversion matrix
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mat3 xy_to_uv = get_xy_to_uv(flat_controls[0], flat_controls[1]);
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float scale_factor = length(flat_controls[1] - flat_controls[0]);
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uv_anti_alias_width = anti_alias_width * frame_shape.y / pixel_shape.y / scale_factor;
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uv_b2 = (xy_to_uv * vec3(flat_controls[2], 1.0)).xy;
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// Emit each corner
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for(int i = 0; i < n_corners; i++){
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uv_coords = (xy_to_uv * vec3(corners[i], 1.0)).xy;
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uv_stroke_width = scaled_strokes[index_map[i]] / scale_factor;
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// Apply some lighting to the color before sending out.
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vec3 xyz_coords = vec3(corners[i], verts[index_map[i]].z);
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color = finalize_color(
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v_color[index_map[i]],
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xyz_coords,
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unit_normal,
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light_source_position,
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camera_position,
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reflectiveness,
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gloss,
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shadow
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);
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gl_Position = vec4(
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get_gl_Position(vec3(corners[i], 0.0)).xy,
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get_gl_Position(verts[index_map[i]]).zw
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);
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EmitVertex();
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}
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EndPrimitive();
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}
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