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Go back the convention of positioning stroke vertices in space before geom shader
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8ac0aa484b
commit
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2 changed files with 5 additions and 4 deletions
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@ -179,7 +179,7 @@ void main() {
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corners[i],
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unit_normal
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);
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gl_Position = get_gl_Position(position_point_into_frame(corners[i]));
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gl_Position = get_gl_Position(corners[i]);
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EmitVertex();
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}
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EndPrimitive();
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@ -1,10 +1,9 @@
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#version 330
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uniform vec2 frame_shape;
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in vec3 point;
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in vec4 stroke_rgba;
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in float stroke_width;
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in vec3 joint_normal;
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in float joint_angle;
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// Bezier control point
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@ -17,8 +16,10 @@ out float v_vert_index;
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const float STROKE_WIDTH_CONVERSION = 0.01;
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#INSERT get_gl_Position.glsl
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void main(){
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verts = point;
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verts = position_point_into_frame(point);
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v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width * frame_shape[1] / 8.0;
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v_joint_angle = joint_angle;
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v_color = stroke_rgba;
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