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draw fill antialiasing with indexed lines
fixes #668
1 parent 8e154d1 commit 89eebe4

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outline.vertex.glsl

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Original file line numberDiff line numberDiff line change
@@ -5,10 +5,6 @@ uniform vec2 u_world;
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varying vec2 v_pos;
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void main() {
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// If the x coordinate is the maximum integer, we move the z coordinates out
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// of the view plane so that the triangle gets clipped. This makes it easier
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// for us to create degenerate triangle strips.
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float z = step(32767.0, a_pos.x);
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gl_Position = u_posmatrix * vec4(a_pos, z, 1);
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gl_Position = u_posmatrix * vec4(a_pos, 0, 1);
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v_pos = (gl_Position.xy + 1.0) / 2.0 * u_world;
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}

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