Improve bezier curve rendering
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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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