uniform isamplerBuffer bezier_id_buffer_texture;
layout(lines) in;
-layout(line_strip, max_vertices = 100) out;
+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()
{
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 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 * 0.01f;
+ float t = i * invblen;
float oneminust = 1.0f - t;
float bernstein0 = t*t;
float bernstein1 = 2*t*oneminust;