191 Commits

Author SHA1 Message Date
86fb69c5bb Track unit normal for fill 2023-01-27 12:35:43 -08:00
1c432dd6dc Small refactor to stroke geom shader 2023-01-27 10:48:06 -08:00
1707958e0f Clean up fill shader a bit 2023-01-27 08:26:54 -08:00
79039bde61 Fix Arrow 2023-01-26 23:42:03 -08:00
5803a00598 Use smaller fill_texture, adjusting winding-fill blending hack as is necessary 2023-01-26 20:14:22 -08:00
65afed1bd1 Move shading from fill geom to fill frag shader 2023-01-26 15:50:27 -08:00
37f0bf8c11 Fix winding fill blending
(Using somewhat of a hack)
2023-01-26 15:27:48 -08:00
3f5df432ce Consider winding_fill alphas pre-multiplied 2023-01-26 12:17:21 -08:00
a33b24310e Fix non-winding-fill orientation 2023-01-26 12:15:30 -08:00
4cb9c9c2fc Remove unnecessary normalize 2023-01-25 08:18:10 -08:00
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