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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#if defined(OBJECT_ID) && !defined(GL_ES) && !defined(NEW_GLSL)
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#extension GL_EXT_gpu_shader4: require
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#endif
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#if defined(SHADER_STORAGE_BUFFERS) && !defined(GL_ES)
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#extension GL_ARB_shader_storage_buffer_object: require
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#endif
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/* See the corresponding block in Line.vert for more information */
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#ifndef GL_ES
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#define CAN_USE_NOPERSPECTIVE
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#elif defined(GL_NV_shader_noperspective_interpolation)
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#extension GL_NV_shader_noperspective_interpolation: require
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#define CAN_USE_NOPERSPECTIVE
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#endif
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#ifndef NEW_GLSL
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#define fragmentColor gl_FragColor
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#define in varying
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#endif
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#ifndef RUNTIME_CONST
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#define const
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#endif
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/* Uniforms */
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#ifndef UNIFORM_BUFFERS
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 2)
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#endif
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uniform lowp vec4 backgroundColor
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#ifndef GL_ES
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= vec4(0.0)
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#endif
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;
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 3)
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#endif
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uniform lowp vec4 color
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#ifndef GL_ES
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= vec4(1.0)
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#endif
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;
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 4)
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#endif
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uniform mediump float width
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#ifndef GL_ES
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= 1.0
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#endif
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;
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 5)
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#endif
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uniform mediump float smoothness
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#ifndef GL_ES
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= 0.0
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#endif
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;
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#ifdef OBJECT_ID
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 7)
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#endif
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/* mediump is just 2^10, which might not be enough, this is 2^16 */
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uniform highp uint objectId; /* defaults to zero */
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#endif
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/* Uniform / shader storage buffers */
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#else
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/* For SSBOs, the per-draw and material arrays are unbounded */
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#ifdef SHADER_STORAGE_BUFFERS
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#define DRAW_COUNT
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#define MATERIAL_COUNT
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#define BUFFER_OR_UNIFORM buffer
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#define BUFFER_READONLY readonly
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#else
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#define BUFFER_OR_UNIFORM uniform
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#define BUFFER_READONLY
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#endif
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#ifndef MULTI_DRAW
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/* With SSBOs DRAW_COUNT is defined to be empty, +0 makes the condition not
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cause a compile error */
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#if defined(SHADER_STORAGE_BUFFERS) || DRAW_COUNT+0 > 1
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#ifdef EXPLICIT_UNIFORM_LOCATION
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layout(location = 1)
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#endif
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uniform highp uint drawOffset
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#ifndef GL_ES
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= 0u
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#endif
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;
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#else
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#define drawOffset 0u
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#endif
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#define drawId drawOffset
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#endif
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struct DrawUniform {
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highp uvec4 materialIdReservedObjectIdReservedReserved;
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#define draw_materialIdReserved materialIdReservedObjectIdReservedReserved.x
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#define draw_objectId materialIdReservedObjectIdReservedReserved.y
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};
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layout(std140
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS)
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, binding = 2
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#endif
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) BUFFER_OR_UNIFORM Draw {
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BUFFER_READONLY DrawUniform draws[DRAW_COUNT];
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};
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struct MaterialUniform {
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lowp vec4 backgroundColor;
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lowp vec4 color;
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highp vec4 widthSmoothnessMiterLimitReserved;
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#define material_width widthSmoothnessMiterLimitReserved.x
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#define material_smoothness widthSmoothnessMiterLimitReserved.y
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#define material_miterLimit widthSmoothnessMiterLimitReserved.z
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};
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layout(std140
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#if defined(EXPLICIT_BINDING) || defined(SHADER_STORAGE_BUFFERS)
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, binding = 3
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#endif
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) BUFFER_OR_UNIFORM Material {
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BUFFER_READONLY MaterialUniform materials[MATERIAL_COUNT];
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};
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#endif
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/* Inputs */
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#ifdef CAN_USE_NOPERSPECTIVE
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noperspective
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#endif
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in highp vec2 centerDistanceSigned;
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in highp float halfSegmentLength;
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#ifdef CAN_USE_NOPERSPECTIVE
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noperspective
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#endif
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in highp float hasCap;
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#ifdef VERTEX_COLOR
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in lowp vec4 interpolatedVertexColor;
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#endif
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#ifdef INSTANCED_OBJECT_ID
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flat in highp uint interpolatedInstanceObjectId;
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#endif
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#ifdef MULTI_DRAW
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flat in highp uint drawId;
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#endif
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/* Outputs */
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#ifdef NEW_GLSL
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = COLOR_OUTPUT_ATTRIBUTE_LOCATION)
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#endif
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out lowp vec4 fragmentColor;
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#endif
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#ifdef OBJECT_ID
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#ifdef EXPLICIT_ATTRIB_LOCATION
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layout(location = OBJECT_ID_OUTPUT_ATTRIBUTE_LOCATION)
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#endif
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/* mediump is just 2^10, which might not be enough, this is 2^16 */
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out highp uint fragmentObjectId;
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#endif
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void main() {
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#ifdef UNIFORM_BUFFERS
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#ifdef OBJECT_ID
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highp const uint objectId = draws[drawId].draw_objectId;
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#endif
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/* With SSBOs MATERIAL_COUNT is defined to be empty, +0 makes the condition
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not cause a compile error */
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#if defined(SHADER_STORAGE_BUFFERS) || MATERIAL_COUNT+0 > 1
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mediump const uint materialId = draws[drawId].draw_materialIdReserved & 0xffffu;
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#else
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#define materialId 0u
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#endif
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lowp const vec4 backgroundColor = materials[materialId].backgroundColor;
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lowp const vec4 color = materials[materialId].color;
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mediump const float width = materials[materialId].material_width;
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mediump const float smoothness = materials[materialId].material_smoothness;
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#endif
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/* Calculate a distance from the original line endpoint (B). Assuming a cap
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that's not a butt, actual quad vertices (2, 3 on the left diagram) would
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be at a distance `width/2` in both X and Y (in the space of the line
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segment, where X is in direction of the segment and Y is in direction to
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the line edges):
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----------2 --------2
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[0,0] B | [0,0] B
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----------3 --------3
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For a butt cap, the endpoint B would be at the edge instead (right
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diagram) -- to have handling consistent for all cap styles, add
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`width/2` to the center distance in that case. For fragments on the left
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of B the X distance would be negative, make it 0 in that case
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instead. */
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highp const vec2 centerDistance = abs(centerDistanceSigned);
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highp vec2 endpointDistance = vec2(max(centerDistance.x
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#ifdef CAP_STYLE_BUTT
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+ width*0.5
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#endif
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- halfSegmentLength, 0.0), centerDistance.y);
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/* If hasCap is negative, it means the nearest endpoint is a join, not a
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cap. Thus no smoothing happens in the direction of a cap, i.e. same as
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if we'd be at the center of the line. */
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if(hasCap < 0.0) endpointDistance.x = 0.0;
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/* Calculate a single distance factor out of the two-dimensional endpoint
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distance. This will form the cap shape. */
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#if defined(CAP_STYLE_BUTT) || defined(CAP_STYLE_SQUARE)
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highp const float distance1D = max(endpointDistance.x, endpointDistance.y);
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#elif defined(CAP_STYLE_ROUND)
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highp const float distance1D = length(endpointDistance);
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#elif defined(CAP_STYLE_TRIANGLE)
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highp const float distance1D = endpointDistance.x + endpointDistance.y;
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#else
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#error
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#endif
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mediump const float factor = smoothstep(width*0.5 - smoothness, width*0.5 + smoothness, distance1D);
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fragmentColor = mix(
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#ifdef VERTEX_COLOR
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interpolatedVertexColor*
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#endif
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color, backgroundColor, factor);
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#ifdef OBJECT_ID
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fragmentObjectId =
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#ifdef INSTANCED_OBJECT_ID
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interpolatedInstanceObjectId +
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#endif
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objectId;
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#endif
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}
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