From 4d65ceabf743887a347c526b595c044e3fbe457c Mon Sep 17 00:00:00 2001 From: Grant Sanderson Date: Wed, 28 Dec 2022 11:17:45 -0800 Subject: [PATCH] Include zero in orientation checks --- manimlib/shaders/quadratic_bezier_fill/frag.glsl | 2 +- manimlib/shaders/quadratic_bezier_fill/geom.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/manimlib/shaders/quadratic_bezier_fill/frag.glsl b/manimlib/shaders/quadratic_bezier_fill/frag.glsl index 9e00af84..73d5c5e4 100644 --- a/manimlib/shaders/quadratic_bezier_fill/frag.glsl +++ b/manimlib/shaders/quadratic_bezier_fill/frag.glsl @@ -43,7 +43,7 @@ float sdf(){ // Sign takes care of whether we should be filling the inside or outside of curve. float sgn = orientation * sign(v2); float Fp = (p.x * p.x - p.y); - if(sgn * Fp < 0){ + if(sgn * Fp <= 0){ return 0.0; }else{ return min_dist_to_curve(uv_coords, uv_b2, bezier_degree); diff --git a/manimlib/shaders/quadratic_bezier_fill/geom.glsl b/manimlib/shaders/quadratic_bezier_fill/geom.glsl index 81d5c19a..690ad97c 100644 --- a/manimlib/shaders/quadratic_bezier_fill/geom.glsl +++ b/manimlib/shaders/quadratic_bezier_fill/geom.glsl @@ -78,7 +78,7 @@ void emit_pentagon(vec3[3] points, vec3 normal){ vec3 p0_perp = cross(t01, normal); vec3 p2_perp = cross(t12, normal); - bool fill_inside = orientation > 0; + bool fill_inside = orientation >= 0.0; float aaw = anti_alias_width; vec3 corners[5]; if(fill_inside){