feat: add gradient mesh line
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<script lang="ts">
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import { T, useThrelte } from '@threlte/core';
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import { Color, ShaderMaterial, Vector2 } from 'three';
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import fragmentShader from './fragment.frag';
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import type { MeshLineMaterialProps } from './types';
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import vertexShader from './vertex.vert';
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let {
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opacity = 1,
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colorStart = '#ffffff',
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colorEnd = '#ffffff',
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dashOffset = 0,
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dashArray = 0,
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dashRatio = 0,
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attenuate = true,
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width = 1,
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scaleDown = 0,
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alphaMap,
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ref = $bindable(),
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children,
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...props
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}: MeshLineMaterialProps = $props();
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let { invalidate, size } = useThrelte();
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const uniforms = {
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lineWidth: { value: width },
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colorStart: { value: new Color(colorStart) },
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colorEnd: { value: new Color(colorEnd) },
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opacity: { value: opacity },
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resolution: { value: new Vector2(1, 1) },
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sizeAttenuation: { value: attenuate ? 1 : 0 },
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dashArray: { value: dashArray },
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useDash: { value: dashArray > 0 ? 1 : 0 },
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dashOffset: { value: dashOffset },
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dashRatio: { value: dashRatio },
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scaleDown: { value: scaleDown / 10 },
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alphaTest: { value: 0 },
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alphaMap: { value: alphaMap },
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useAlphaMap: { value: alphaMap ? 1 : 0 }
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};
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const material = new ShaderMaterial({ uniforms });
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$effect.pre(() => {
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uniforms.lineWidth.value = width;
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invalidate();
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});
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$effect.pre(() => {
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uniforms.opacity.value = opacity;
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invalidate();
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});
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$effect.pre(() => {
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uniforms.resolution.value.set($size.width, $size.height);
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invalidate();
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});
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$effect.pre(() => {
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uniforms.sizeAttenuation.value = attenuate ? 1 : 0;
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invalidate();
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});
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$effect.pre(() => {
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uniforms.dashArray.value = dashArray;
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uniforms.useDash.value = dashArray > 0 ? 1 : 0;
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invalidate();
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});
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$effect.pre(() => {
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uniforms.dashOffset.value = dashOffset;
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invalidate();
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});
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$effect.pre(() => {
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uniforms.dashRatio.value = dashRatio;
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invalidate();
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});
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$effect.pre(() => {
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uniforms.scaleDown.value = scaleDown / 10;
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invalidate();
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});
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$effect.pre(() => {
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uniforms.alphaMap.value = alphaMap;
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uniforms.useAlphaMap.value = alphaMap ? 1 : 0;
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invalidate();
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});
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$effect.pre(() => {
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uniforms.colorStart.value.set(colorStart);
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invalidate();
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});
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$effect.pre(() => {
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uniforms.colorEnd.value.set(colorEnd);
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invalidate();
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});
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</script>
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<T
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is={material}
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bind:ref
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{fragmentShader}
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{vertexShader}
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{...props}
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>
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{@render children?.({ ref: material })}
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</T>
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@@ -0,0 +1,30 @@
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uniform vec3 colorStart;
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uniform vec3 colorEnd;
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uniform float useDash;
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uniform float dashArray;
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uniform float dashOffset;
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uniform float dashRatio;
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uniform sampler2D alphaMap;
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uniform float useAlphaMap;
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varying vec2 vUV;
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varying vec4 vColor;
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varying float vCounters;
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vec4 CustomLinearTosRGB( in vec4 value ) {
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return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );
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}
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void main() {
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vec4 c = mix(vec4(colorStart,1.0),vec4(colorEnd, 1.0), vCounters);
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if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV ).r;
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if( useDash == 1. ){
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c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));
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}
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gl_FragColor = CustomLinearTosRGB(c);
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}
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68
app/src/lib/graph-interface/edges/MeshGradientLine/types.ts
Normal file
68
app/src/lib/graph-interface/edges/MeshGradientLine/types.ts
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@@ -0,0 +1,68 @@
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import type { Props } from '@threlte/core';
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import type { BufferGeometry, Vector3 } from 'three';
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import type { ColorRepresentation, ShaderMaterial, Texture } from 'three';
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export type MeshLineGeometryProps = Props<BufferGeometry> & {
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/**
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* @default []
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*/
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points: Vector3[];
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/**
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* @default 'none'
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*/
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shape?: 'none' | 'taper' | 'custom';
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/**
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* @default () => 1
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*/
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shapeFunction?: (p: number) => number;
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};
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export type MeshLineMaterialProps =
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& Omit<
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Props<ShaderMaterial>,
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'uniforms' | 'fragmentShader' | 'vertexShader'
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>
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& {
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/**
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* @default 1
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*/
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opacity?: number;
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/**
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* @default '#ffffff'
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*/
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color?: ColorRepresentation;
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/**
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* @default 0
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*/
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dashOffset?: number;
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/**
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* @default 0
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*/
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dashArray?: number;
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/**
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* @default 0
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*/
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dashRatio?: number;
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/**
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* @default true
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*/
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attenuate?: boolean;
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/**
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* @default 1
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*/
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width?: number;
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/**
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* @default 0
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*/
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scaleDown?: number;
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alphaMap?: Texture | undefined;
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};
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@@ -0,0 +1,83 @@
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attribute vec3 previous;
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attribute vec3 next;
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attribute float side;
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attribute float width;
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attribute float counters;
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uniform vec2 resolution;
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uniform float lineWidth;
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uniform vec3 color;
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uniform float opacity;
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uniform float sizeAttenuation;
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uniform float scaleDown;
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varying vec2 vUV;
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varying vec4 vColor;
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varying float vCounters;
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vec2 intoScreen(vec4 i) {
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return resolution * (0.5 * i.xy / i.w + 0.5);
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}
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void main() {
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float aspect = resolution.y / resolution.x;
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mat4 m = projectionMatrix * modelViewMatrix;
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vec4 currentClip = m * vec4( position, 1.0 );
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vec4 prevClip = m * vec4( previous, 1.0 );
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vec4 nextClip = m * vec4( next, 1.0 );
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vec4 currentNormed = currentClip / currentClip.w;
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vec4 prevNormed = prevClip / prevClip.w;
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vec4 nextNormed = nextClip / nextClip.w;
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vec2 currentScreen = intoScreen(currentNormed);
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vec2 prevScreen = intoScreen(prevNormed);
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vec2 nextScreen = intoScreen(nextNormed);
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float actualWidth = lineWidth * width;
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vec2 dir;
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if(nextScreen == currentScreen) {
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dir = normalize( currentScreen - prevScreen );
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} else if(prevScreen == currentScreen) {
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dir = normalize( nextScreen - currentScreen );
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} else {
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vec2 inDir = currentScreen - prevScreen;
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vec2 outDir = nextScreen - currentScreen;
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vec2 fullDir = nextScreen - prevScreen;
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if(length(fullDir) > 0.0) {
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dir = normalize(fullDir);
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} else if(length(inDir) > 0.0){
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dir = normalize(inDir);
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} else {
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dir = normalize(outDir);
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}
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}
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vec2 normal = vec2(-dir.y, dir.x);
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if(sizeAttenuation != 0.0) {
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normal /= currentClip.w;
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normal *= min(resolution.x, resolution.y);
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}
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if (scaleDown > 0.0) {
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float dist = length(nextNormed - prevNormed);
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normal *= smoothstep(0.0, scaleDown, dist);
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}
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vec2 offsetInScreen = actualWidth * normal * side * 0.5;
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vec2 withOffsetScreen = currentScreen + offsetInScreen;
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vec3 withOffsetNormed = vec3((2.0 * withOffsetScreen/resolution - 1.0), currentNormed.z);
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vCounters = counters;
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vColor = vec4( color, opacity );
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vUV = uv;
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gl_Position = currentClip.w * vec4(withOffsetNormed, 1.0);
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}
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