Debug bezier quad, doesn't draw straighter lines well
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@@ -23,10 +23,7 @@ void main()
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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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if ( d < 0 || e > 0) { discard; }
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// if ( d < 0 || e > 0) { discard; }
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fColor = gColor;
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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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if ( d < 0 || e > 0) { fColor = vec4(0,0,1,1); }
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}
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@@ -1,6 +1,6 @@
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#version 430 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor[];
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in float vRad[];
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out vec4 gColor;
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@@ -8,6 +8,10 @@ out float gRadStart;
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out float gRadEnd;
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out vec3 gBoundingBox;
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vec3 normV (vec3 v)
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{ return vec3(v.y,-v.x,v.z) ;
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}
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void main()
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{
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vec3 pa = gl_in[0].gl_Position.xyz;
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@@ -16,11 +20,12 @@ void main()
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gRadStart = vRad[0];
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gRadEnd = vRad[2];
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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 + normV (pa-pb) , 1);
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EmitVertex();
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gl_Position = vec4 (pa, 1);
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EmitVertex();
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gBoundingBox = vec3 (0,0,0);
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