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Tiny chantges
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a429a146c7
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2 changed files with 4 additions and 5 deletions
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@ -4,10 +4,12 @@ layout (triangles) in;
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layout (triangle_strip, max_vertices = 5) out;
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uniform float anti_alias_width;
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// Needed for get_gl_Position
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uniform vec2 frame_shape;
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uniform float focal_distance;
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uniform float is_fixed_in_frame;
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// Needed for add_light
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uniform vec3 light_source_position;
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uniform float gloss;
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uniform float shadow;
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@ -15,7 +17,6 @@ uniform float shadow;
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in vec3 bp[3];
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in vec3 v_global_unit_normal[3];
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in vec4 v_color[3];
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// in float v_fill_all[3];
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in float v_vert_index[3];
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out vec4 color;
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@ -71,10 +72,10 @@ void emit_pentagon(vec3[3] points, vec3 normal){
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vec3 p0_perp = cross(t01, normal);
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vec3 p2_perp = cross(t12, normal);
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bool fill_in = orientation > 0;
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bool fill_inside = orientation > 0;
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float aaw = anti_alias_width;
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vec3 corners[5];
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if(fill_in){
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if(fill_inside){
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// Note, straight lines will also fall into this case, and since p0_perp and p2_perp
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// will point to the right of the curve, it's just what we want
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corners = vec3[5](
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@ -11,7 +11,6 @@ in float vert_index;
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out vec3 bp; // Bezier control point
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out vec3 v_global_unit_normal;
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out vec4 v_color;
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// out float v_fill_all;
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out float v_vert_index;
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// Analog of import for manim only
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@ -21,6 +20,5 @@ void main(){
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bp = position_point_into_frame(point);
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v_global_unit_normal = normalize(to_screen_space * vec4(unit_normal, 0)).xyz;
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v_color = color;
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// v_fill_all = fill_all;
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v_vert_index = vert_index;
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}
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