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* Only use -no-pdf for xelatex rendering * Instead of tracking du and dv points on surface, track points off the surface in the normal direction This means that surface shading will not necessarily work well for arbitrary transformations of the surface. But the existing solution was flimsy anyway, and caused annoying issues with singularity points. * Have density of anchor points on arcs depend on arc length * Allow for specifying true normals and orientation of Sphere * Change miter threshold on stroke shader * Add get_start_and_end to DashedLine * Add min_total_width option to DecimalNumber * Have BackgroundRectangle.set_style absorb (and ignore) added configuration Note, this feels suboptimal * Add LineBrace * Update font_size adjustment in Tex
27 lines
488 B
GLSL
27 lines
488 B
GLSL
#version 330
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in vec3 point;
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in vec3 d_normal_point;
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in vec2 im_coords;
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in float opacity;
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out vec3 v_point;
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out vec3 v_unit_normal;
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out vec2 v_im_coords;
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out float v_opacity;
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uniform float is_sphere;
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uniform vec3 center;
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#INSERT emit_gl_Position.glsl
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#INSERT get_unit_normal.glsl
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const float EPSILON = 1e-10;
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void main(){
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v_point = point;
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v_unit_normal = normalize(d_normal_point - point);;
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v_im_coords = im_coords;
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v_opacity = opacity;
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emit_gl_Position(point);
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} |