[win32, gl canvas] bound check intermediate buffers in canvas shaders
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			@ -62,6 +62,11 @@ int main()
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	//NOTE: create surface
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	mg_surface surface = mg_surface_create_for_window(window, MG_CANVAS);
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	if(mg_surface_is_nil(surface))
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	{
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		log_error("Couln't create surface\n");
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		return(-1);
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	}
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	mg_surface_swap_interval(surface, 0);
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	//TODO: create canvas
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			@ -106,6 +106,11 @@ void main()
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					//      Additionally if color is opaque and tile is fully inside clip, trim tile list.
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					int pathOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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					if(pathOpIndex >= tileOpBuffer.elements.length())
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					{
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						return;
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					}
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					tileOpBuffer.elements[pathOpIndex].kind = MG_GL_OP_CLIP_FILL;
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					tileOpBuffer.elements[pathOpIndex].next = -1;
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					tileOpBuffer.elements[pathOpIndex].index = pathIndex;
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			@ -141,6 +146,10 @@ void main()
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			{
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				//NOTE: add path start op (with winding offset)
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				int startOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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				if(startOpIndex >= tileOpBuffer.elements.length())
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				{
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					return;
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				}
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				tileOpBuffer.elements[startOpIndex].kind = MG_GL_OP_START;
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				tileOpBuffer.elements[startOpIndex].next = -1;
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			@ -163,6 +172,10 @@ void main()
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				//NOTE: add path end op
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				int endOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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				if(endOpIndex >= tileOpBuffer.elements.length())
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				{
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					return;
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				}
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				tileOpBuffer.elements[endOpIndex].kind = MG_GL_OP_END;
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				tileOpBuffer.elements[endOpIndex].next = -1;
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			@ -50,13 +50,21 @@ void main()
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	int tileQueuesIndex = atomicAdd(tileQueueCountBuffer.elements[0], tileCount);
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	pathQueueBuffer.elements[pathQueueBufferStart + pathIndex].area = ivec4(firstTile.x, firstTile.y, nTilesX, nTilesY);
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	pathQueueBuffer.elements[pathQueueBufferStart + pathIndex].tileQueues = tileQueuesIndex;
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	for(int i=0; i<tileCount; i++)
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	if(tileQueuesIndex + tileCount >= tileQueueBuffer.elements.length())
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	{
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		tileQueueBuffer.elements[tileQueuesIndex + i].first = -1;
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		tileQueueBuffer.elements[tileQueuesIndex + i].last = -1;
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		tileQueueBuffer.elements[tileQueuesIndex + i].windingOffset = 0;
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		pathQueueBuffer.elements[pathIndex].area = ivec4(0);
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		pathQueueBuffer.elements[pathIndex].tileQueues = 0;
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	}
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	else
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	{
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		pathQueueBuffer.elements[pathQueueBufferStart + pathIndex].area = ivec4(firstTile.x, firstTile.y, nTilesX, nTilesY);
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		pathQueueBuffer.elements[pathQueueBufferStart + pathIndex].tileQueues = tileQueuesIndex;
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		for(int i=0; i<tileCount; i++)
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		{
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			tileQueueBuffer.elements[tileQueuesIndex + i].first = -1;
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			tileQueueBuffer.elements[tileQueuesIndex + i].last = -1;
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			tileQueueBuffer.elements[tileQueuesIndex + i].windingOffset = 0;
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		}
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	}
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}
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			@ -105,29 +105,33 @@ void bin_to_tiles(int segIndex)
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			{
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				int tileOpIndex = atomicAdd(tileOpCountBuffer.elements[0], 1);
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				tileOpBuffer.elements[tileOpIndex].kind = MG_GL_OP_SEGMENT;
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				tileOpBuffer.elements[tileOpIndex].index = segIndex;
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				tileOpBuffer.elements[tileOpIndex].windingOffsetOrCrossRight = 0;
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				tileOpBuffer.elements[tileOpIndex].next = -1;
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				int tileQueueIndex = pathQueue.tileQueues + y*pathArea.z + x;
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				tileOpBuffer.elements[tileOpIndex].next = atomicExchange(tileQueueBuffer.elements[tileQueueIndex].first, tileOpIndex);
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				if(tileOpBuffer.elements[tileOpIndex].next == -1)
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				if(tileOpIndex < tileOpBuffer.elements.length())
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				{
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					tileQueueBuffer.elements[tileQueueIndex].last = tileOpIndex;
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				}
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					tileOpBuffer.elements[tileOpIndex].kind = MG_GL_OP_SEGMENT;
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					tileOpBuffer.elements[tileOpIndex].index = segIndex;
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					tileOpBuffer.elements[tileOpIndex].windingOffsetOrCrossRight = 0;
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					tileOpBuffer.elements[tileOpIndex].next = -1;
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				//NOTE: if the segment crosses the tile's bottom boundary, update the tile's winding offset
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				if(crossB)
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				{
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					atomicAdd(tileQueueBuffer.elements[tileQueueIndex].windingOffset, seg.windingIncrement);
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				}
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					int tileQueueIndex = pathQueue.tileQueues + y*pathArea.z + x;
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				//NOTE: if the segment crosses the right boundary, mark it.
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				if(crossR)
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				{
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					tileOpBuffer.elements[tileOpIndex].windingOffsetOrCrossRight = 1;
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					tileOpBuffer.elements[tileOpIndex].next = atomicExchange(tileQueueBuffer.elements[tileQueueIndex].first,
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					                                                         tileOpIndex);
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					if(tileOpBuffer.elements[tileOpIndex].next == -1)
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					{
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						tileQueueBuffer.elements[tileQueueIndex].last = tileOpIndex;
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					}
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					//NOTE: if the segment crosses the tile's bottom boundary, update the tile's winding offset
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					if(crossB)
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					{
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						atomicAdd(tileQueueBuffer.elements[tileQueueIndex].windingOffset, seg.windingIncrement);
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					}
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					//NOTE: if the segment crosses the right boundary, mark it.
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					if(crossR)
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					{
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						tileOpBuffer.elements[tileOpIndex].windingOffsetOrCrossRight = 1;
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					}
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				}
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			}
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		}
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			@ -138,88 +142,90 @@ int push_segment(in vec2 p[4], int kind, int pathIndex)
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{
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	int segIndex = atomicAdd(segmentCountBuffer.elements[0], 1);
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	vec2 s, c, e;
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	switch(kind)
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	if(segIndex < segmentBuffer.elements.length())
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	{
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		case MG_GL_LINE:
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			s = p[0];
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			c = p[0];
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			e = p[1];
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			break;
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		vec2 s, c, e;
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		case MG_GL_QUADRATIC:
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			s = p[0];
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			c = p[1];
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			e = p[2];
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			break;
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		case MG_GL_CUBIC:
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		switch(kind)
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		{
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			s = p[0];
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			float sqrNorm0 = dot(p[1]-p[0], p[1]-p[0]);
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			float sqrNorm1 = dot(p[3]-p[2], p[3]-p[2]);
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			if(sqrNorm0 < sqrNorm1)
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			case MG_GL_LINE:
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				s = p[0];
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				c = p[0];
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				e = p[1];
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				break;
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			case MG_GL_QUADRATIC:
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				s = p[0];
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				c = p[1];
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				e = p[2];
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				break;
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			case MG_GL_CUBIC:
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			{
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				c = p[2];
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				s = p[0];
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				float sqrNorm0 = dot(p[1]-p[0], p[1]-p[0]);
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				float sqrNorm1 = dot(p[3]-p[2], p[3]-p[2]);
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				if(sqrNorm0 < sqrNorm1)
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				{
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					c = p[2];
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				}
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				else
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				{
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					c = p[1];
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				}
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				e = p[3];
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			} break;
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		}
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		bool goingUp = e.y >= s.y;
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		bool goingRight = e.x >= s.x;
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		vec4 box = vec4(min(s.x, e.x),
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	                	min(s.y, e.y),
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	                	max(s.x, e.x),
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	                	max(s.y, e.y));
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		segmentBuffer.elements[segIndex].kind = kind;
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		segmentBuffer.elements[segIndex].pathIndex = pathIndex;
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		segmentBuffer.elements[segIndex].windingIncrement = goingUp ? 1 : -1;
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		segmentBuffer.elements[segIndex].box = box;
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		float dx = c.x - box.x;
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		float dy = c.y - box.y;
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		float alpha = (box.w - box.y)/(box.z - box.x);
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		float ofs = box.w - box.y;
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		if(goingUp == goingRight)
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		{
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			if(kind == MG_GL_LINE)
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			{
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				segmentBuffer.elements[segIndex].config = MG_GL_BR;
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			}
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			else if(dy > alpha*dx)
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			{
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				segmentBuffer.elements[segIndex].config = MG_GL_TL;
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			}
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			else
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			{
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				c = p[1];
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				segmentBuffer.elements[segIndex].config = MG_GL_BR;
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			}
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			e = p[3];
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		} break;
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	}
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	bool goingUp = e.y >= s.y;
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	bool goingRight = e.x >= s.x;
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	vec4 box = vec4(min(s.x, e.x),
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	                min(s.y, e.y),
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	                max(s.x, e.x),
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	                max(s.y, e.y));
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	segmentBuffer.elements[segIndex].kind = kind;
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	segmentBuffer.elements[segIndex].pathIndex = pathIndex;
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	segmentBuffer.elements[segIndex].windingIncrement = goingUp ? 1 : -1;
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	segmentBuffer.elements[segIndex].box = box;
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	float dx = c.x - box.x;
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	float dy = c.y - box.y;
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	float alpha = (box.w - box.y)/(box.z - box.x);
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	float ofs = box.w - box.y;
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	if(goingUp == goingRight)
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	{
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		if(kind == MG_GL_LINE)
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		{
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			segmentBuffer.elements[segIndex].config = MG_GL_BR;
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		}
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		else if(dy > alpha*dx)
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		{
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			segmentBuffer.elements[segIndex].config = MG_GL_TL;
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		}
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		else
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		{
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			segmentBuffer.elements[segIndex].config = MG_GL_BR;
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			if(kind == MG_GL_LINE)
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			{
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				segmentBuffer.elements[segIndex].config = MG_GL_TR;
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			}
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			else if(dy < ofs - alpha*dx)
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			{
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				segmentBuffer.elements[segIndex].config = MG_GL_BL;
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			}
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			else
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			{
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				segmentBuffer.elements[segIndex].config = MG_GL_TR;
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			}
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		}
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	}
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	else
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	{
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		if(kind == MG_GL_LINE)
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		{
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			segmentBuffer.elements[segIndex].config = MG_GL_TR;
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		}
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		else if(dy < ofs - alpha*dx)
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		{
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			segmentBuffer.elements[segIndex].config = MG_GL_BL;
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		}
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		else
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		{
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			segmentBuffer.elements[segIndex].config = MG_GL_TR;
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		}
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	}
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	return(segIndex);
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}
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			@ -229,9 +235,11 @@ int push_segment(in vec2 p[4], int kind, int pathIndex)
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void line_setup(vec2 p[4], int pathIndex)
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{
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	int segIndex = push_segment(p, MG_GL_LINE, pathIndex);
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	segmentBuffer.elements[segIndex].hullVertex = p[0];
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	bin_to_tiles(segIndex);
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	if(segIndex < segmentBuffer.elements.length())
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	{
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		segmentBuffer.elements[segIndex].hullVertex = p[0];
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		bin_to_tiles(segIndex);
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	}
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}
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vec2 quadratic_blossom(vec2 p[4], float u, float v)
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			@ -298,27 +306,30 @@ void quadratic_emit(vec2 p[4], int pathIndex)
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{
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	int segIndex = push_segment(p, MG_GL_QUADRATIC, pathIndex);
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	//NOTE: compute implicit equation matrix
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	float det = p[0].x*(p[1].y-p[2].y) + p[1].x*(p[2].y-p[0].y) + p[2].x*(p[0].y - p[1].y);
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	if(segIndex < segmentBuffer.elements.length())
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	{
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		//NOTE: compute implicit equation matrix
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		float det = p[0].x*(p[1].y-p[2].y) + p[1].x*(p[2].y-p[0].y) + p[2].x*(p[0].y - p[1].y);
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	float a = p[0].y - p[1].y + 0.5*(p[2].y - p[0].y);
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	float b = p[1].x - p[0].x + 0.5*(p[0].x - p[2].x);
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	float c = p[0].x*p[1].y - p[1].x*p[0].y + 0.5*(p[2].x*p[0].y - p[0].x*p[2].y);
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	float d = p[0].y - p[1].y;
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	float e = p[1].x - p[0].x;
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	float f = p[0].x*p[1].y - p[1].x*p[0].y;
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		float a = p[0].y - p[1].y + 0.5*(p[2].y - p[0].y);
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		float b = p[1].x - p[0].x + 0.5*(p[0].x - p[2].x);
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		float c = p[0].x*p[1].y - p[1].x*p[0].y + 0.5*(p[2].x*p[0].y - p[0].x*p[2].y);
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		float d = p[0].y - p[1].y;
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		float e = p[1].x - p[0].x;
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		float f = p[0].x*p[1].y - p[1].x*p[0].y;
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	float flip = (  segmentBuffer.elements[segIndex].config == MG_GL_TL
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	             || segmentBuffer.elements[segIndex].config == MG_GL_BL)? -1 : 1;
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		float flip = (  segmentBuffer.elements[segIndex].config == MG_GL_TL
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	             	|| segmentBuffer.elements[segIndex].config == MG_GL_BL)? -1 : 1;
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	float g = flip*(p[2].x*(p[0].y - p[1].y) + p[0].x*(p[1].y - p[2].y) + p[1].x*(p[2].y - p[0].y));
 | 
			
		||||
		float g = flip*(p[2].x*(p[0].y - p[1].y) + p[0].x*(p[1].y - p[2].y) + p[1].x*(p[2].y - p[0].y));
 | 
			
		||||
 | 
			
		||||
	segmentBuffer.elements[segIndex].implicitMatrix = (1/det)*mat3(a, d, 0.,
 | 
			
		||||
	                                                               b, e, 0.,
 | 
			
		||||
	                                                               c, f, g);
 | 
			
		||||
	segmentBuffer.elements[segIndex].hullVertex = p[1];
 | 
			
		||||
		segmentBuffer.elements[segIndex].implicitMatrix = (1/det)*mat3(a, d, 0.,
 | 
			
		||||
	                                                               	b, e, 0.,
 | 
			
		||||
	                                                               	c, f, g);
 | 
			
		||||
		segmentBuffer.elements[segIndex].hullVertex = p[1];
 | 
			
		||||
 | 
			
		||||
	bin_to_tiles(segIndex);
 | 
			
		||||
		bin_to_tiles(segIndex);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void quadratic_setup(vec2 p[4], int pathIndex)
 | 
			
		||||
| 
						 | 
				
			
			@ -654,71 +665,74 @@ void cubic_emit(cubic_info curve, vec2 p[4], float s0, float s1, vec2 sp[4], int
 | 
			
		|||
{
 | 
			
		||||
	int segIndex = push_segment(sp, MG_GL_CUBIC, pathIndex);
 | 
			
		||||
 | 
			
		||||
	vec2 v0 = p[0];
 | 
			
		||||
	vec2 v1 = p[3];
 | 
			
		||||
	vec2 v2;
 | 
			
		||||
	mat3 K;
 | 
			
		||||
 | 
			
		||||
	//TODO: haul that up in caller
 | 
			
		||||
	float sqrNorm0 = dot(p[1]-p[0], p[1]-p[0]);
 | 
			
		||||
	float sqrNorm1 = dot(p[2]-p[3], p[2]-p[3]);
 | 
			
		||||
 | 
			
		||||
	if(dot(p[0]-p[3], p[0]-p[3]) > 1e-5)
 | 
			
		||||
	if(segIndex < segmentBuffer.elements.length())
 | 
			
		||||
	{
 | 
			
		||||
		if(sqrNorm0 >= sqrNorm1)
 | 
			
		||||
 		{
 | 
			
		||||
 			v2 = p[1];
 | 
			
		||||
			K = mat3(curve.K[0].xyz, curve.K[3].xyz, curve.K[1].xyz);
 | 
			
		||||
		vec2 v0 = p[0];
 | 
			
		||||
		vec2 v1 = p[3];
 | 
			
		||||
		vec2 v2;
 | 
			
		||||
		mat3 K;
 | 
			
		||||
 | 
			
		||||
		//TODO: haul that up in caller
 | 
			
		||||
		float sqrNorm0 = dot(p[1]-p[0], p[1]-p[0]);
 | 
			
		||||
		float sqrNorm1 = dot(p[2]-p[3], p[2]-p[3]);
 | 
			
		||||
 | 
			
		||||
		if(dot(p[0]-p[3], p[0]-p[3]) > 1e-5)
 | 
			
		||||
		{
 | 
			
		||||
			if(sqrNorm0 >= sqrNorm1)
 | 
			
		||||
 			{
 | 
			
		||||
 				v2 = p[1];
 | 
			
		||||
				K = mat3(curve.K[0].xyz, curve.K[3].xyz, curve.K[1].xyz);
 | 
			
		||||
 			}
 | 
			
		||||
 			else
 | 
			
		||||
 			{
 | 
			
		||||
				v2 = p[2];
 | 
			
		||||
				K = mat3(curve.K[0].xyz, curve.K[3].xyz, curve.K[2].xyz);
 | 
			
		||||
 			}
 | 
			
		||||
 		}
 | 
			
		||||
 		else
 | 
			
		||||
 		{
 | 
			
		||||
			v1 = p[1];
 | 
			
		||||
			v2 = p[2];
 | 
			
		||||
			K = mat3(curve.K[0].xyz, curve.K[3].xyz, curve.K[2].xyz);
 | 
			
		||||
			K = mat3(curve.K[0].xyz, curve.K[1].xyz, curve.K[2].xyz);
 | 
			
		||||
 		}
 | 
			
		||||
 	}
 | 
			
		||||
 	else
 | 
			
		||||
 	{
 | 
			
		||||
		v1 = p[1];
 | 
			
		||||
		v2 = p[2];
 | 
			
		||||
		K = mat3(curve.K[0].xyz, curve.K[1].xyz, curve.K[2].xyz);
 | 
			
		||||
 	}
 | 
			
		||||
 	//NOTE: set matrices
 | 
			
		||||
 		//NOTE: set matrices
 | 
			
		||||
 | 
			
		||||
 	//TODO: should we compute matrix relative to a base point to avoid loss of precision
 | 
			
		||||
 	//      when computing barycentric matrix?
 | 
			
		||||
 		//TODO: should we compute matrix relative to a base point to avoid loss of precision
 | 
			
		||||
 		//      when computing barycentric matrix?
 | 
			
		||||
 | 
			
		||||
	mat3 B = barycentric_matrix(v0, v1, v2);
 | 
			
		||||
		mat3 B = barycentric_matrix(v0, v1, v2);
 | 
			
		||||
 | 
			
		||||
 	segmentBuffer.elements[segIndex].implicitMatrix = K*B;
 | 
			
		||||
	segmentBuffer.elements[segIndex].hullVertex = select_hull_vertex(sp[0], sp[1], sp[2], sp[3]);
 | 
			
		||||
 		segmentBuffer.elements[segIndex].implicitMatrix = K*B;
 | 
			
		||||
		segmentBuffer.elements[segIndex].hullVertex = select_hull_vertex(sp[0], sp[1], sp[2], sp[3]);
 | 
			
		||||
 | 
			
		||||
  	//NOTE: compute sign flip
 | 
			
		||||
  	segmentBuffer.elements[segIndex].sign = 1;
 | 
			
		||||
  		//NOTE: compute sign flip
 | 
			
		||||
  		segmentBuffer.elements[segIndex].sign = 1;
 | 
			
		||||
 | 
			
		||||
  	if(  curve.kind == CUBIC_SERPENTINE
 | 
			
		||||
	  || curve.kind == CUBIC_CUSP)
 | 
			
		||||
  	{
 | 
			
		||||
		segmentBuffer.elements[segIndex].sign = (curve.d1 < 0)? -1 : 1;
 | 
			
		||||
  		if(  curve.kind == CUBIC_SERPENTINE
 | 
			
		||||
	  	|| curve.kind == CUBIC_CUSP)
 | 
			
		||||
  		{
 | 
			
		||||
			segmentBuffer.elements[segIndex].sign = (curve.d1 < 0)? -1 : 1;
 | 
			
		||||
		}
 | 
			
		||||
		else if(curve.kind == CUBIC_LOOP)
 | 
			
		||||
		{
 | 
			
		||||
			float d1 = curve.d1;
 | 
			
		||||
			float d2 = curve.d2;
 | 
			
		||||
			float d3 = curve.d3;
 | 
			
		||||
 | 
			
		||||
			float H0 = d3*d1-square(d2) + d1*d2*s0 - square(d1)*square(s0);
 | 
			
		||||
			float H1 = d3*d1-square(d2) + d1*d2*s1 - square(d1)*square(s1);
 | 
			
		||||
			float H = (abs(H0) > abs(H1)) ? H0 : H1;
 | 
			
		||||
			segmentBuffer.elements[segIndex].sign = (H*d1 > 0) ? -1 : 1;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if(sp[3].y > sp[0].y)
 | 
			
		||||
		{
 | 
			
		||||
			segmentBuffer.elements[segIndex].sign *= -1;
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		//NOTE: bin to tiles
 | 
			
		||||
		bin_to_tiles(segIndex);
 | 
			
		||||
	}
 | 
			
		||||
	else if(curve.kind == CUBIC_LOOP)
 | 
			
		||||
	{
 | 
			
		||||
		float d1 = curve.d1;
 | 
			
		||||
		float d2 = curve.d2;
 | 
			
		||||
		float d3 = curve.d3;
 | 
			
		||||
 | 
			
		||||
		float H0 = d3*d1-square(d2) + d1*d2*s0 - square(d1)*square(s0);
 | 
			
		||||
		float H1 = d3*d1-square(d2) + d1*d2*s1 - square(d1)*square(s1);
 | 
			
		||||
		float H = (abs(H0) > abs(H1)) ? H0 : H1;
 | 
			
		||||
		segmentBuffer.elements[segIndex].sign = (H*d1 > 0) ? -1 : 1;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	if(sp[3].y > sp[0].y)
 | 
			
		||||
	{
 | 
			
		||||
		segmentBuffer.elements[segIndex].sign *= -1;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	//NOTE: bin to tiles
 | 
			
		||||
	bin_to_tiles(segIndex);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void cubic_setup(vec2 p[4], int pathIndex)
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in New Issue