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Remove unnecessary normalize
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@ -100,7 +100,6 @@ void get_corners(
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float buff2 = 0.5 * v_stroke_width[2] + aaw;
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vec4 jp0 = normalize(v_joint_product[0]);
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vec4 jp1 = normalize(v_joint_product[1]);
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vec4 jp2 = normalize(v_joint_product[2]);
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// Add correction for sharp angles to prevent weird bevel effects
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@ -140,7 +139,7 @@ void get_corners(
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vec3 c5 = p2 - p2_perp;
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// Move the inner middle control point to make
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// room for the curve
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float orientation = dot(normal0, jp1.xyz);
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float orientation = dot(normal0, v_joint_product[1].xyz);
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if(orientation >= 0.0) c2 = 0.5 * (c0 + c4);
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else if(orientation < 0.0) c3 = 0.5 * (c1 + c5);
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