- 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;
- for (int i = 0; i <= 100; ++i)
+ vec2 coeff0 = texelFetch(bezier_buffer_texture, bezierid*4).rg;
+ vec2 coeff1 = texelFetch(bezier_buffer_texture, bezierid*4+1).rg;
+ vec2 coeff2 = texelFetch(bezier_buffer_texture, bezierid*4+2).rg;
+ vec2 coeff3 = texelFetch(bezier_buffer_texture, bezierid*4+3).rg;
+
+ 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)