Improve bezier curve rendering
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@@ -1,8 +1,8 @@
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#version 430 core
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in vec4 gColor;
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in vec3 gBoundingBox;
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in float gRadStart;
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in float gRadEnd;
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in float wStart;
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in float wEnd;
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out vec4 fColor;
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@@ -10,9 +10,6 @@ float x = gBoundingBox.x;
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float y = gBoundingBox.y;
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float z = gBoundingBox.z;
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float w = gRadEnd;
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float w2 = gRadStart;
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float f (float a, float b)
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{
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float c = 1 / (1 - 2*b) ;
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@@ -22,7 +19,7 @@ void main()
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{
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//float d = x - y - 1 + 2* sqrt(y);
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float d = sqrt(x) + sqrt(y) - 1;
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float e = sqrt(f(x,w)) + sqrt(f(y,w2)) - 1.0;
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float e = sqrt(f(x,wStart)) + sqrt(f(y,wEnd)) - 1.0;
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// if ( d < 0 || e > 0) { discard; }
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fColor = gColor;
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if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
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+8
-12
@@ -2,10 +2,11 @@
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 5) out;
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in vec4 vColor[];
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in float vRad[];
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in vec2 vPosOff[];
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in float vRadMag[];
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out vec4 gColor;
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out float gRadStart;
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out float gRadEnd;
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out float wStart;
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out float wEnd;
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out vec3 gBoundingBox;
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vec2 normV2 (vec2 v)
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@@ -21,21 +22,16 @@ void main()
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vec3 pb = gl_in[1].gl_Position.xyz;
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vec3 pc = gl_in[2].gl_Position.xyz;
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gRadStart = vRad[0];
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gRadEnd = vRad[2];
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vec2 ab = (pa.xy - pb.xy);
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vec2 cb = (pc.xy - pb.xy);
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float dir = lhs( cb,ab);
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wStart = vRadMag [0];
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wEnd = vRadMag [2];
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gBoundingBox = vec3 (0.9,0.1,0);
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gColor = vColor[0];
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gl_Position = vec4 (pa.xy + dir * 2 * gRadStart * normV2(ab) , pa.z , 1);
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gl_Position = vec4 (vPosOff[0] , pa.z , 1);
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EmitVertex();
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gBoundingBox = vec3 (0.1,0.9,0);
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gColor = vColor[2];
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// gl_Position = vec4 (pc.xy + dir * gRadEnd * (normV2 (pb.xy-pc.xy)), pa.z , 1);
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gl_Position = vec4 (pc.xy - dir * 2 * gRadEnd * normV2(cb) , pc.z , 1);
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gl_Position = vec4 (vPosOff[2] , pc.z , 1);
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EmitVertex();
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gBoundingBox = vec3 (1,0,1);
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gColor = vColor[0];
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@@ -1,9 +1,10 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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layout (location = 2) in vec3 radVec;
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out vec4 vColor;
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out float vRad;
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out vec2 vPosOff;
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out float vRadMag;
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uniform vec2 winSize;
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uniform float zoom;
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@@ -14,6 +15,7 @@ uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position.xyz,1);
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vColor = color;
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vRad = rad;
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vColor = color;
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vPosOff = ( worldMat * vec4(radVec.xy,0,1) ).xy ;
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vRadMag = radVec.z ;
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}
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