Tweak
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@@ -9,7 +9,8 @@ void main()
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{
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float d = dot(vControls,vControls);
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if (d > 1) {discard;}
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//float d = min(dot(vControls,vControls),1);
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fCol = vec4(vCol.xyz,vCol.w*(1-d));
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fPos = vec4(vPos, vCol.w*(1-d));
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fNorm = vec4(-vControls, -0.1 + 0.2 * d ,fPos.w);
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fPos = vec4(vPos, fCol.w);
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fNorm = vec4(-vControls, -0.1 + 0.2 * d ,fCol.w);
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}
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@@ -19,9 +19,9 @@ void main()
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uint k = gl_VertexID % 6;
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vCol = unpackUnorm4x8(data[i].col);
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vControls = indices[k];
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vec3 vPosx = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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gl_Position = theMat * vec4(vPosx,1);
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vPos = data[i].pos;
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//vPos = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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//gl_Position = theMat * vec4(vPos,1);
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//vec3 vPosx = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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//gl_Position = theMat * vec4(vPosx,1);
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//vPos = data[i].pos;
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vPos = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
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gl_Position = theMat * vec4(vPos,1);
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}
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