3b1b-manim/manimlib/shaders/quadratic_bezier_stroke/vert.glsl

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GLSL

#version 330
#INSERT camera_uniform_declarations.glsl
in vec3 point;
in vec3 prev_point;
in vec3 next_point;
in vec3 unit_normal;
in float stroke_width;
in vec4 color;
// Bezier control point
out vec3 bp;
out vec3 prev_bp;
out vec3 next_bp;
out vec3 v_global_unit_normal;
out float v_stroke_width;
out vec4 v_color;
const float STROKE_WIDTH_CONVERSION = 0.01;
#INSERT position_point_into_frame.glsl
void main(){
bp = position_point_into_frame(point);
prev_bp = position_point_into_frame(prev_point);
next_bp = position_point_into_frame(next_point);
v_global_unit_normal = rotate_point_into_frame(unit_normal);
v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width;
v_color = color;
}