diff --git a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl index 8db86d75..91bad287 100644 --- a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl +++ b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl @@ -165,21 +165,6 @@ void emit_point_with_width( // triangle strip around the polyline vec3 step = step_to_corner(point, tangent, unit_normal, joint_product, inside_curve); - // TODO, this gives a potentially nice effect that's like a ribbon mostly with its - // broad side to the camera. Currently hard to access via VMobject - if(flat_stroke == 2.0){ - // Rotate the step towards the unit normal by an amount depending - // on the camera position - float cos_angle = dot(unit_normal, normalize(camera_position)); - float sin_angle = sqrt(max(1 - cos_angle * cos_angle, 0)); - step = cos_angle * step + sin_angle * unit_normal; - } - - // Set styling - color = finalize_color(joint_color, point, unit_normal); - if (width == 0) scaled_anti_alias_width = -1.0; // Signal to discard in the frag shader - else scaled_anti_alias_width = 2.0 * anti_alias_width * pixel_size / width; - // Emit two corners // The frag shader will receive a value from -1 to 1, // reflecting where in the stroke that point is