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Push up pointwise styling update
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@ -161,6 +161,12 @@ void emit_point_with_width(
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unit_normal *= sign(dot(unit_normal, to_camera)); // Choose the "outward" normal direction
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}
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// Set styling
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color = finalize_color(joint_color, point, unit_normal);
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scaled_anti_alias_width = (width == 0) ?
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-1.0 : // Signal to discard in the frag shader
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2.0 * anti_alias_width * pixel_size / width;
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// Figure out the step from the point to the corners of the
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// triangle strip around the polyline
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vec3 step = step_to_corner(point, tangent, unit_normal, joint_product, inside_curve);
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