uniform isamplerBuffer bezier_id_buffer_texture;
layout(lines) in;
-layout(line_strip, max_vertices = 101) out;
+layout(line_strip, max_vertices = 105) out;
in int objectid[];
in vec2 pixsize[];
}
EndPrimitive();
+/* gl_Position = vec4(coeff0 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0);
+ EmitVertex();
+ gl_Position = vec4(coeff1 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0);
+ EmitVertex();
+ gl_Position = vec4(coeff2 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0);
+ EmitVertex();
+ gl_Position = vec4(coeff3 * boundssize + gl_in[0].gl_Position.xy, 0.0, 1.0);
+ EmitVertex();
+ EndPrimitive();*/
}