3 uniform samplerBuffer bezier_buffer_texture;
4 uniform isamplerBuffer bezier_id_buffer_texture;
7 layout(line_strip, max_vertices = 101) out;
13 int bezierid = texelFetch(bezier_id_buffer_texture, objectid[0]).r;
14 vec2 boundssize = gl_in[1].gl_Position.xy - gl_in[0].gl_Position.xy;
15 vec2 coeff0 = texelFetch(bezier_buffer_texture, bezierid*3).rg + gl_in[0].gl_Position.xy ;
16 vec2 coeff1 = texelFetch(bezier_buffer_texture, bezierid*3+1).rg * boundssize + gl_in[0].gl_Position.xy;
17 vec2 coeff2 = texelFetch(bezier_buffer_texture, bezierid*3+2).rg * boundssize + gl_in[0].gl_Position.xy;
18 for (int i = 0; i <= 100; ++i)
21 float oneminust = 1.0f - t;
22 float bernstein0 = t*t;
23 float bernstein1 = 2*t*oneminust;
24 float bernstein2 = oneminust*oneminust;
25 gl_Position = vec4(coeff0*bernstein0 + coeff1*bernstein1 + coeff2*bernstein2, 0.0, 1.0);