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@ -31,6 +31,7 @@ out float orientation;
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// uv space is where b0 = (0, 0), b1 = (1, 0), and transform is orthogonal
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out vec2 uv_coords;
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out vec2 uv_b2;
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// These are coordinates in a space where the curve is even simpler, y = x^2
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out vec2 simp_coords;
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out float bezier_degree;
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