181 Commits

Author SHA1 Message Date
088a2f65a3 Misc. clean up 2023-01-24 21:10:57 -08:00
307487e087 Don't pre-normalize joint_products 2023-01-24 21:10:26 -08:00
f0df5c759d Make winding fill optional, and make winding additive rather than toggling 2023-01-24 20:03:23 -08:00
516fe9155e Small tweaks 2023-01-24 15:29:35 -08:00
87afdac6a4 Small clean up 2023-01-24 14:09:41 -08:00
6e56c31d67 Use gl_InstanceID instead of hacking triangle_strip 2023-01-24 13:49:43 -08:00
4774d2bc3b First pass at a winding-based fill approach 2023-01-24 13:29:34 -08:00
b1f0270316 Change threshold for bevel reduction 2023-01-24 12:05:25 -08:00
03080a10a7 Small style tweaks 2023-01-23 15:05:10 -08:00
8d729eef5a Rename perspective to view_matrix 2023-01-23 14:41:17 -08:00
0d66981ac7 Fix issue with variable stroke width 2023-01-20 21:38:28 -08:00
8fee4d1a66 Fix straight line fill anti-alias issue 2023-01-20 17:35:36 -08:00
23b4e3e03b Use cubic formula in stroke frag for large stroke width case 2023-01-20 13:22:18 -08:00
6c262f63b1 Reduce is_linear threshold 2023-01-20 10:10:39 -08:00
b7ea24f9ea Tweak stroke frag 2023-01-20 10:09:58 -08:00
fe7dc3c459 Tiny cleanup 2023-01-20 10:07:28 -08:00
debc68a3b4 Just moving some lines around 2023-01-19 20:24:59 -08:00
909e515a2f Only compute xyz-to-uv matrix in non-linear case 2023-01-19 20:24:32 -08:00
6839de9a31 Remove rotate.glsl 2023-01-19 10:52:53 -08:00
c873d073e2 Factor out rotation matrix 2023-01-19 10:47:21 -08:00
981fe009e5 Fix radius on dots 2023-01-18 23:43:36 -08:00
8e2cf04b71 Simplify true_dot shaders 2023-01-18 15:36:00 -08:00
6c2544098b Store pixel_size instead of pixel_shape 2023-01-18 13:50:09 -08:00
b667d89e9b Simplify get_gl_Position 2023-01-18 13:44:41 -08:00
fa525b494c Increase threshold for bevel tweaking 2023-01-18 13:07:37 -08:00
13c41be17f Small clean up 2023-01-18 13:07:18 -08:00
d39fea0d4d A few small fixes 2023-01-18 12:52:05 -08:00
40436d6370 Slightly cleaner xs_on_clean_parabola 2023-01-18 11:03:22 -08:00
72e5bde274 Rename xy-to-uv -> xyz-to-uv 2023-01-18 10:58:25 -08:00
1a663943c9 Simpler xyz-to-uv map for linear case 2023-01-18 10:57:14 -08:00
874906bedf Replace 'light_source_position' with 'light_position' 2023-01-18 10:04:51 -08:00
0b72bc5d08 Fix joint normal issue 2023-01-18 10:04:05 -08:00
c7e32e847d Delete no-longer used functions 2023-01-17 17:46:23 -08:00
5e1a02d2ce Use xyz-to-uv matrix for fill 2023-01-17 17:45:25 -08:00
9ed8dd5439 Clean up 2023-01-17 17:39:32 -08:00
b7831ef3f1 Go back to computing xyz-to-uv before repositioning 2023-01-17 17:27:20 -08:00
c2587de691 Apply xyz_to_uv to pre-positioned points 2023-01-17 17:22:00 -08:00
c563ec2036 Simplifications 2023-01-17 17:20:30 -08:00
870e88f8c9 First attempt at finding uv coords from 3d space instead of 2d 2023-01-17 15:46:09 -08:00
7fe84d9263 Don't recompute cross(v01, v12) 2023-01-17 13:18:32 -08:00
1b3bc7a27c For linearity, check cosine of angle instead of angle 2023-01-17 13:16:58 -08:00
abbe131e8d Track full cross product and dot product of tangent vectors at joints
And alter the convention of what flat_stroke means to be more sensible in 3d
2023-01-17 11:36:47 -08:00
8d277af47c Go back the convention of positioning stroke vertices in space before geom shader 2023-01-16 21:46:43 -08:00
8ac0aa484b Slight tweak to get_unit_normal 2023-01-16 19:34:37 -08:00
1f613953d6 Don't pre-rotate light source 2023-01-16 19:34:20 -08:00
c3cd64f68c Package reflectiveness, gloss and shadow into a single uniform "shading" 2023-01-16 19:33:57 -08:00
6f9f83fb1b Unify shader_dtype and data_dtype 2023-01-15 19:09:29 -08:00
19a7721661 Fix unit normal issue with bezier fill 2023-01-14 08:00:21 -08:00
c8238f6b39 Consolidate lighting uniforms 2023-01-14 07:57:47 -08:00
d19b244ee1 Move uniform pixel_shape declaration outside of get_gl_Position 2023-01-13 22:11:13 -08:00