3 uniform samplerBuffer bezier_buffer_texture;
4 uniform isamplerBuffer bezier_id_buffer_texture;
7 layout(line_strip, max_vertices = 105) out;
12 //TODO: I thought this might be useful, maybe not.
13 float areatriangle(vec2 a, vec2 b, vec2 c)
15 return (c.y-a.y)*(b.y-a.y) - (b.x - a.x)*(c.x-a.x);
20 int bezierid = texelFetch(bezier_id_buffer_texture, objectid[0]).r;
21 vec2 boundssize = gl_in[1].gl_Position.xy - gl_in[0].gl_Position.xy;
22 vec2 coeff0 = texelFetch(bezier_buffer_texture, bezierid*4).rg;
23 vec2 coeff1 = texelFetch(bezier_buffer_texture, bezierid*4+1).rg;
24 vec2 coeff2 = texelFetch(bezier_buffer_texture, bezierid*4+2).rg;
25 vec2 coeff3 = texelFetch(bezier_buffer_texture, bezierid*4+3).rg;
27 vec2 boundspxsize = pixsize[0];
28 int blen = clamp(int(abs(boundspxsize.x)),2,100);
29 float invblen = 1.0f/float(blen);
30 for (int i = 0; i <= blen; ++i)
32 float t = i * invblen;
33 float oneminust = 1.0f - t;
34 float bernstein0 = t*t*t;
35 float bernstein1 = 3*t*t*oneminust;
36 float bernstein2 = 3*t*oneminust*oneminust;
37 float bernstein3 = oneminust*oneminust*oneminust;
38 gl_Position = vec4((coeff0*bernstein0 + coeff1*bernstein1 + coeff2*bernstein2 + coeff3*bernstein3) * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0);
43 /* gl_Position = vec4(coeff0 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0);
45 gl_Position = vec4(coeff1 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0);
47 gl_Position = vec4(coeff2 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0);
49 gl_Position = vec4(coeff3 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0);