#version 150 uniform samplerBuffer bezier_buffer_texture; uniform isamplerBuffer bezier_id_buffer_texture; layout(lines) in; layout(line_strip, max_vertices = 101) out; in int objectid[]; in vec2 pixsize[]; //TODO: I thought this might be useful, maybe not. float areatriangle(vec2 a, vec2 b, vec2 c) { return (c.y-a.y)*(b.y-a.y) - (b.x - a.x)*(c.x-a.x); } void main() { int bezierid = texelFetch(bezier_id_buffer_texture, objectid[0]).r; vec2 boundssize = gl_in[1].gl_Position.xy - gl_in[0].gl_Position.xy; vec2 coeff0 = texelFetch(bezier_buffer_texture, bezierid*3).rg + gl_in[0].gl_Position.xy ; vec2 coeff1 = texelFetch(bezier_buffer_texture, bezierid*3+1).rg * boundssize + gl_in[0].gl_Position.xy; vec2 coeff2 = texelFetch(bezier_buffer_texture, bezierid*3+2).rg * boundssize + gl_in[0].gl_Position.xy; vec2 boundspxsize = pixsize[0]; int blen = clamp(int(abs(boundspxsize.x)),2,100); float invblen = 1.0f/float(blen); for (int i = 0; i <= blen; ++i) { float t = i * invblen; float oneminust = 1.0f - t; float bernstein0 = t*t; float bernstein1 = 2*t*oneminust; float bernstein2 = oneminust*oneminust; gl_Position = vec4(coeff0*bernstein0 + coeff1*bernstein1 + coeff2*bernstein2, 0.0, 1.0); EmitVertex(); } EndPrimitive(); }