diff --git a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl index 558543e1..b38787df 100644 --- a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl +++ b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl @@ -179,7 +179,12 @@ void main() { // the case of a linear curve (bezier degree 1), just put it on // the segment from (0, 0) to (1, 0) // mat3 xy_to_uv = get_xy_to_uv(p0.xy, p1.xy, p2.xy, is_linear, is_linear); - mat4 xyz_to_uv = get_xyz_to_uv(p0, p1, p2, is_linear, is_linear); + mat4 xyz_to_uv = get_xyz_to_uv( + position_point_into_frame(p0), + position_point_into_frame(p1), + position_point_into_frame(p2), + is_linear, is_linear + ); float uv_scale_factor = length(xyz_to_uv[0].xyz); float scaled_aaw = anti_alias_width * (frame_shape.y / pixel_shape.y); @@ -191,15 +196,15 @@ void main() { // Emit each corner for(int i = 0; i < 6; i++){ int vert_index = i / 2; - // uv_coords = (xy_to_uv * vec3(corners[i].xy, 1)).xy; - uv_coords = (xyz_to_uv * vec4(corners[i], 1)).xy; + vec3 pos = corners[i]; + uv_coords = (xyz_to_uv * vec4(pos, 1)).xy; uv_stroke_width = uv_scale_factor * v_stroke_width[vert_index]; color = finalize_color( v_color[vert_index], corners[i], vec3(0.0, 0.0, 1.0) // TODO ); - gl_Position = get_gl_Position(position_point_into_frame(corners[i])); + gl_Position = get_gl_Position(pos); EmitVertex(); } EndPrimitive();