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Change threshold for bevel reduction
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@ -100,8 +100,8 @@ void get_corners(
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float buff2 = 0.5 * v_stroke_width[2] + aaw;
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// Add correction for sharp angles to prevent weird bevel effects
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if(v_joint_product[0].w < -0.75) buff0 *= 4 * (v_joint_product[0].w + 1.0);
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if(v_joint_product[2].w < -0.75) buff2 *= 4 * (v_joint_product[2].w + 1.0);
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if(v_joint_product[0].w < -0.9) buff0 *= 10 * (v_joint_product[0].w + 1.0);
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if(v_joint_product[2].w < -0.9) buff2 *= 10 * (v_joint_product[2].w + 1.0);
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// Unit normal and joint angles
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vec3 normal0 = get_joint_unit_normal(v_joint_product[0]);
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