Implement varying width in bezierQuad
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+14
-3
@@ -8,12 +8,23 @@ 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 = 0.1;
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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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return c * (a - 0.5) + 0.5 ;
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}
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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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// if ( d < -0.1 || d > 0.1) { discard; }
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float e = sqrt(f(x,w)) + sqrt(f(y,w)) - 1;
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if ( d < 0 || e > 0) { discard; }
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fColor = gColor;
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if ( d < -z*0.1 || d > z*0.1) { fColor = vec4 (0,1,0,1); }
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if ( d < -0.1 || d > 0.1) { fColor = vec4 (0,0,1,1); }
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// if ( d < 0) { fColor = vec4 (0,1,0,1); }
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// if ( e > 0) { fColor = vec4 (0,0,1,1); }
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// if ( d < z*z*0.0 || d > z*z*0.1+ 0.5) { fColor = vec4 (0,1,0,1); }
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// if ( d < -0.1 || d > 0.1) { fColor = vec4 (0,0,1,1); }
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}
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@@ -11,11 +11,14 @@ 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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// vec3 pa = vec3(paa.xy + 0.1 * (paa.xy - pca.xy), paa.z);
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// vec3 pc = vec3(pca.xy + 0.1 * (pca.xy - paa.xy), pca.z);
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gBoundingBox = vec3 (1,0,1);
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gColor = vColor[0];
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gl_Position = vec4 (pa, 1);
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EmitVertex();
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gBoundingBox = vec3 (0,0,-0.9);
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gBoundingBox = vec3 (0,0,0);
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gColor = vColor[1];
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gl_Position = vec4 (pb, 1);
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EmitVertex();
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