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Remove use of gl_VertexID
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9eda000a97
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8 changed files with 2 additions and 23 deletions
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@ -1274,7 +1274,7 @@ class VMobject(Mobject):
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# Do we want this elsewhere? Say whenever points are refreshed or something?
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self.get_joint_angles()
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self.data["base_normal"][0::2] = self.data["point"][0]
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return [self.data, self.data[-1:]]
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return [self.data[self.get_outer_vert_indices()]]
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class VGroup(Group, VMobject, Generic[SubVmobjectType]):
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@ -225,7 +225,7 @@ class VShaderWrapper(ShaderWrapper):
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mobject_uniforms: Optional[UniformDict] = None, # A dictionary mapping names of uniform variables
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texture_paths: Optional[dict[str, str]] = None, # A dictionary mapping names to filepaths for textures.
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depth_test: bool = False,
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render_primitive: int = moderngl.TRIANGLE_STRIP,
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render_primitive: int = moderngl.TRIANGLES,
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code_replacements: dict[str, str] = dict(),
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stroke_behind: bool = False,
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):
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@ -5,7 +5,6 @@ layout (triangle_strip, max_vertices = 6) out;
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in vec3 verts[3];
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in vec3 v_base_point[3];
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in int v_vert_index[3];
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out float depth;
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@ -22,10 +21,6 @@ void emit_triangle(vec3 points[3]){
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void main(){
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// Vector graphic shaders use TRIANGLE_STRIP, but only
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// every other one needs to be rendered
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if (v_vert_index[0] % 2 != 0) return;
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// Curves are marked as ended when the handle after
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// the first anchor is set equal to that anchor
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if (verts[0] == verts[1]) return;
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@ -5,10 +5,8 @@ in vec3 base_normal;
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out vec3 verts;
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out vec3 v_base_point;
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out int v_vert_index;
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void main(){
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verts = point;
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v_base_point = base_normal;
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v_vert_index = gl_VertexID;
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}
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@ -6,7 +6,6 @@ layout (triangle_strip, max_vertices = 6) out;
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in vec3 verts[3];
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in vec4 v_color[3];
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in vec3 v_base_normal[3];
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in int v_vert_index[3];
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out vec4 color;
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out float fill_all;
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@ -44,10 +43,6 @@ void emit_triangle(vec3 points[3], vec4 v_color[3], vec3 unit_normal){
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void main(){
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// Vector graphic shaders use TRIANGLE_STRIP, but only
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// every other one needs to be rendered
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if (v_vert_index[0] % 2 != 0) return;
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// Curves are marked as ended when the handle after
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// the first anchor is set equal to that anchor
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if (verts[0] == verts[1]) return;
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@ -7,11 +7,9 @@ in vec3 base_normal;
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out vec3 verts; // Bezier control point
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out vec4 v_color;
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out vec3 v_base_normal;
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out int v_vert_index;
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void main(){
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verts = point;
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v_color = fill_rgba;
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v_base_normal = base_normal;
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v_vert_index = gl_VertexID;
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}
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@ -15,7 +15,6 @@ in float v_joint_angle[3];
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in float v_stroke_width[3];
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in vec4 v_color[3];
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in vec3 v_unit_normal[3];
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in int v_vert_index[3];
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out vec4 color;
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out float dist_to_aaw;
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@ -156,10 +155,6 @@ void emit_point_with_width(
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void main() {
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// Vector graphic shaders use TRIANGLE_STRIP, but only
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// every other one needs to be rendered
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if (v_vert_index[0] % 2 != 0) return;
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// Curves are marked as ended when the handle after
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// the first anchor is set equal to that anchor
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if (verts[0] == verts[1]) return;
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@ -16,7 +16,6 @@ out vec4 v_color;
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out float v_stroke_width;
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out float v_joint_angle;
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out vec3 v_unit_normal;
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out int v_vert_index;
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const float STROKE_WIDTH_CONVERSION = 0.01;
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@ -26,5 +25,4 @@ void main(){
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v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width * mix(frame_scale, 1, is_fixed_in_frame);
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v_joint_angle = joint_angle;
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v_unit_normal = unit_normal;
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v_vert_index = gl_VertexID;
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}
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