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Small cleanup
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@ -14,12 +14,6 @@ out vec4 frag_color;
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const float QUICK_DIST_WIDTH = 0.2;
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const float QUICK_DIST_WIDTH = 0.2;
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float cube_root(float x){
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return sign(x) * pow(abs(x), 1.0 / 3.0);
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}
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// Distance from (x0, y0) to the curve y = x^2
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// Distance from (x0, y0) to the curve y = x^2
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float dist_to_curve(float x0, float y0){
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float dist_to_curve(float x0, float y0){
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if(bezier_degree == 1.0){
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if(bezier_degree == 1.0){
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@ -59,9 +53,9 @@ float dist_to_curve(float x0, float y0){
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void main() {
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void main() {
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if (uv_stroke_width == 0) discard;
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if (uv_stroke_width == 0) discard;
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// Compute sdf for the region around the curve we wish to color.
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float x0 = uv_coords.x;
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float x0 = uv_coords.x;
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float y0 = uv_coords.y;
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float y0 = uv_coords.y;
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// An sdf for the region around the curve we wish to color.
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float signed_dist = abs(dist_to_curve(x0, y0)) - 0.5 * uv_stroke_width;
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float signed_dist = abs(dist_to_curve(x0, y0)) - 0.5 * uv_stroke_width;
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frag_color = color;
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frag_color = color;
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@ -31,8 +31,6 @@ out vec4 color;
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out float uv_stroke_width;
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out float uv_stroke_width;
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out float uv_anti_alias_width;
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out float uv_anti_alias_width;
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// out float has_prev;
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// out float has_next;
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out float bezier_degree;
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out float bezier_degree;
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out vec2 uv_coords;
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out vec2 uv_coords;
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