Fix: painting.comp bug
parent
c6a4d79888
commit
57d6de47f8
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@ -1150,11 +1150,6 @@ void main()
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else
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tangentEnd = normalize(p[3] - p[1]);
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// if (onBegin ? shouldFillBeginCap(localUV, onVeryBegin, endType, p[0], tangentBegin,
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// tangentEndLast)
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// : (onEnd ? shouldFillEndCap(localUV, onVeryEnd, endType, p[3], tangentEnd,
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// tangentBeginNext)
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// : d < minDistance))
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bool hit = d < minDistance;
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if (onBegin)
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hit = hit &&
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@ -1023,14 +1023,14 @@ void drawLine(in float d, in uint styleIndex, out vec4 elementColor, out vec2 me
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}
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}
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bool shouldFillBeginCap(vec2 localUV, bool onVeryBegin, int endType, vec2 p3, vec2 tangentBegin, vec2 tangentEndLast)
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bool shouldFillBeginCap(vec2 localUV, bool onVeryBegin, int endType, vec2 p0, vec2 tangentBegin, vec2 tangentEndLast)
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{
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vec2 normal;
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if (onVeryBegin)
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{
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if (endType == 0)
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if (endType % 2 == 0)
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return true;
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else if (endType == 1)
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else if (endType % 2 == 1)
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normal = normalize(mat2(0, 1, -1, 0) * (-tangentBegin));
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}
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else
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@ -1039,17 +1039,26 @@ bool shouldFillBeginCap(vec2 localUV, bool onVeryBegin, int endType, vec2 p3, ve
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vec2 normalNow = normalize(mat2(0, 1, -1, 0) * (-tangentBegin));
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normal = normalLast + normalNow;
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}
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return angleLargeThanPi(normal, localUV - p3);
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return angleLargeThanPi(normal, localUV - p0);
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}
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bool shouldFillEndCap(vec2 localUV, int endType, vec2 p0, vec2 tangentEnd)
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bool shouldFillEndCap(vec2 localUV, bool onVeryEnd, int endType, vec2 p3, vec2 tangentEnd, vec2 tangentBeginNext)
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{
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vec2 normal;
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if (endType == 0)
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return true;
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else if (endType == 1)
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normal = normalize(mat2(0, 1, -1, 0) * tangentEnd);
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return angleLargeThanPi(localUV - p0, normal);
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if (onVeryEnd)
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{
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if ((endType / 2) % 2 == 0)
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return true;
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else if ((endType / 2) % 2 == 1)
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normal = normalize(mat2(0, 1, -1, 0) * tangentEnd);
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}
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else
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{
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vec2 normalLast = normalize(mat2(0, 1, -1, 0) * tangentEnd);
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vec2 normalNow = normalize(mat2(0, 1, -1, 0) * (-tangentBeginNext));
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normal = normalLast + normalNow;
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}
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return angleLargeThanPi(localUV - p3, normal);
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}
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bool fillElement(vec2 localUV, uint contourIndex, uint linesOffset, uint pointsOffset, uint styleIndex,
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@ -1100,8 +1109,8 @@ bool fillElement(vec2 localUV, uint contourIndex, uint linesOffset, uint pointsO
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return hitElement;
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}
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bool strokeElement(vec2 localUV, uint contourIndex, uint linesOffset, uint pointsOffset, uint styleIndex, float widthHeightRatio,
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inout vec4 elementColor, inout vec2 metallicRoughness)
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bool strokeElement(vec2 localUV, uint contourIndex, uint linesOffset, uint pointsOffset, uint styleIndex,
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float widthHeightRatio, inout vec4 elementColor, inout vec2 metallicRoughness)
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{
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bool hitElement = false;
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float strokeWidth = elementData[styleIndex];
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@ -1135,12 +1144,44 @@ bool strokeElement(vec2 localUV, uint contourIndex, uint linesOffset, uint point
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mat4x2 p =
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mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]], elementData[pxIndex[1]], elementData[pyIndex[1]],
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elementData[pxIndex[2]], elementData[pyIndex[2]], elementData[pxIndex[3]], elementData[pyIndex[3]]);
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p[0] *= ratio;
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p[1] *= ratio;
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p[2] *= ratio;
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p[3] *= ratio;
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vec2 tangentBeginNext;
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if (contourIterator + 1 < contourIndex + 1 + lineCount)
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{
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uint lineIndex = elementIndexs[contourIterator + 1];
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uint pLocation = linesOffset + 3 * lineIndex;
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//vec2 percent = unpackUnorm2x16(elementIndexs[pLocation + 2]);
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uvec4 pxIndex = uvec4(pointsOffset) +
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2 * uvec4(elementIndexs[pLocation] >> 16, elementIndexs[pLocation] & 0xFFFF,
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elementIndexs[pLocation + 1] >> 16, elementIndexs[pLocation + 1] & 0xFFFF);
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uvec4 pyIndex = uvec4(1) + pxIndex;
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mat4x2 pNext = mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]], elementData[pxIndex[1]],
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elementData[pyIndex[1]], elementData[pxIndex[2]], elementData[pyIndex[2]],
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elementData[pxIndex[3]], elementData[pyIndex[3]]);
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pNext[0] *= ratio;
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pNext[1] *= ratio;
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pNext[2] *= ratio;
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pNext[3] *= ratio;
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if (pNext[0] == pNext[1] && pNext[2] == pNext[3])
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{
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pNext[1] = (pNext[0] + pNext[3]) / 2;
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pNext[2] = pNext[1];
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}
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//if(pNext[0]!=p[3])
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// break;
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if (pNext[0] != pNext[1])
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tangentBeginNext = normalize(pNext[0] - pNext[1]);
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else
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tangentBeginNext = normalize(pNext[0] - pNext[2]);
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}
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if (p[0] == p[1] && p[2] == p[3])
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{
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p[1] = (p[0] + p[3]) / 2;
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@ -1158,7 +1199,10 @@ bool strokeElement(vec2 localUV, uint contourIndex, uint linesOffset, uint point
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float d = cubic_bezier_dis(localUV, p[0], p[1], p[2], p[3], true);
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if (d <= strokeWidth)
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{
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bool onBegin = distance(localUV, p[0]) <= strokeWidth && ( p3Last == p[0] || contourIterator==contourIndex + 1);
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bool onBegin =
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distance(localUV, p[0]) <= strokeWidth; //&& (p3Last == p[0] || contourIterator == contourIndex + 1);
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bool onEnd = distance(localUV, p[3]) <= strokeWidth;
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vec2 tangentBegin;
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vec2 tangentEnd;
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if (p[0] != p[1])
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@ -1170,30 +1214,36 @@ bool strokeElement(vec2 localUV, uint contourIndex, uint linesOffset, uint point
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else
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tangentEnd = normalize(p[3] - p[1]);
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if (onBegin ? shouldFillBeginCap(localUV, percent[0]<1e-5, endType, p[0], tangentBegin, p3Last - p2Last)
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: d < minDistance)
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bool hit = d < minDistance;
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if (onBegin)
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hit =
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hit && shouldFillBeginCap(localUV, percent[0] < 1e-5, endType, p[0], tangentBegin, p3Last - p2Last);
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if (onEnd)
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hit = hit &&
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shouldFillEndCap(localUV, percent[1] > 1 - 1e-5, endType, p[3], tangentEnd, tangentBeginNext);
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if (hit)
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{
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minDistance = min(minDistance, d);
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bool reverse = p[3].y - p[0].y < 0.;
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if (tangentBegin.y == 0.)
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tangentBegin.y = reverse ? eps : -eps;
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if (tangentEnd.y == 0.)
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tangentEnd.y = reverse ? -eps : eps;
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// if (tangentBegin.y == 0.)
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// tangentBegin.y = reverse ? eps : -eps;
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// if (tangentEnd.y == 0.)
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// tangentEnd.y = reverse ? -eps : eps;
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int intTest = cubic_bezier_int_test2(localUV, p[0], p[1], p[2], p[3], reverse) +
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ray_int_test(localUV, p[0], tangentBegin, reverse) +
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ray_int_test(localUV, p[3], tangentEnd, reverse);
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if (lineType == 2 || (intTest % 2 == int(lineType)))
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{
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minDistance = min(minDistance, d);
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hitElement = true;
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// elementColor = vec4(1, 1, 0, 1);
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vec2 metallicRoughness;
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drawLine(minDistance / strokeWidth, styleIndex, elementColor, metallicRoughness);
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}
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else if (p3Last == p[0])
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hitElement = false;
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// else if (p3Last == p[0])
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// hitElement = false;
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}
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tangentEndLast = tangentEnd;
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}
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@ -1202,7 +1252,7 @@ bool strokeElement(vec2 localUV, uint contourIndex, uint linesOffset, uint point
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}
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if (hitElement && distance(localUV, p3Last) <= strokeWidth)
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{
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hitElement = shouldFillEndCap(localUV, endType, p3Last, tangentEndLast);
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// hitElement = shouldFillEndCap(localUV, percent[1] > 1 - 1e-5, endType, p3Last, tangentEndLast, vec2(0));
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}
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// if (minDistance <= 0.001)
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@ -1261,8 +1311,8 @@ bool drawElement(uint elementIndex, vec2 localUV, vec2 scale, out vec3 color, ou
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}
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else // Ïß
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{
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hitElement = strokeElement(localUV, contourIndex, linesOffset, pointsOffset, styleIndex, widthHeightRatio,
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elementColor, metallicRoughness);
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hitElement = strokeElement(localUV, contourIndex, linesOffset, pointsOffset, styleIndex,
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widthHeightRatio, elementColor, metallicRoughness);
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}
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elementBvhIndex = elementBvhLength;
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@ -1303,7 +1353,7 @@ void main()
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vec3 debugBVH = vec3(0);
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// bool debugHit = false;
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vec4 color = vec4(0.76, 0.33, 0.15, -1);
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//vec4 color = vec4(1,1,1, -1);
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// vec4 color = vec4(1,1,1, -1);
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vec2 metallicRoughness = vec2(0, 0.8);
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stack.top = 0;
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uint index = 0, visitTime = 0;
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@ -1373,7 +1423,7 @@ void main()
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imageStore(gBaseColor, pixelLocation, vec4(color.rgb, 1));
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imageStore(gMetallicRoughness, pixelLocation, vec4(metallicRoughness, 0, 1));
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return;
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//return;
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if (/*color.a!=-1&&*/ debugBVH == vec3(0))
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{
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// imageStore(gBaseColor, pixelLocation, vec4(vec3(1, 1, 0),1));
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