feat: add gradient mesh line
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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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