From a4858918ddd58069021c5c608fd39ef51344149a Mon Sep 17 00:00:00 2001 From: Grant Sanderson Date: Thu, 8 Aug 2024 13:59:50 -0700 Subject: [PATCH] Small reformatting --- manimlib/shaders/quadratic_bezier_stroke/geom.glsl | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) diff --git a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl index f7b136db..fbaeb901 100644 --- a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl +++ b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl @@ -129,12 +129,16 @@ vec3 step_to_corner(vec3 point, vec3 tangent, vec3 unit_normal, vec4 joint_produ // If joint type is auto, it will bevel for cos(angle) > MITER_COS_ANGLE_THRESHOLD, // and smoothly transition to miter for those with sharper angles - float mcat1 = MITER_COS_ANGLE_THRESHOLD; - float mcat2 = 0.5 * (mcat1 - 1.0); float miter_factor; - if (joint_type == AUTO_JOINT) miter_factor = smoothstep(mcat1, mcat2, cos_angle); - else if (joint_type == BEVEL_JOINT) miter_factor = 0.0; - else miter_factor = 1.0; + if (joint_type == BEVEL_JOINT){ + miter_factor = 0.0; + }else if (joint_type == MITER_JOINT){ + miter_factor = 1.0; + }else { + float mcat1 = MITER_COS_ANGLE_THRESHOLD; + float mcat2 = 0.5 * (mcat1 - 1.0); + miter_factor = smoothstep(mcat1, mcat2, cos_angle); + } float sin_angle = sqrt(1 - cos_angle * cos_angle) * sign(dot(joint_product.xyz, unit_normal)); float shift = (cos_angle + mix(-1, 1, miter_factor)) / sin_angle;