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#version 460 core
layout(isolines, equal_spacing, cw) in;
flat in ivec3 c_pos[][2];
flat in ivec2 c_cpos[];
flat in float c_reps[];
flat in float c_angles[][2];
flat in float c_radius[];
flat out ivec3 pos;
flat out mat2 rot;
flat out float tpos;
flat out float dist;
const float startTolerance = 1. / 200.;
const float endTolerance = 1. - startTolerance;
include(`networkCommon.glsl')
mat2
getRot(float angle)
{
return mat2(cos(angle), sin(angle), -sin(angle), cos(angle));
}
void
main()
{
const float angle = mix(c_angles[0][1], c_angles[0][0], gl_TessCoord.x);
rot = getRot(angle);
if (gl_TessCoord.x < startTolerance) {
pos = c_pos[0][1];
}
else if (gl_TessCoord.x > endTolerance) {
pos = c_pos[0][0];
}
else {
const int height = int(mix(c_pos[0][1].z, c_pos[0][0].z, gl_TessCoord.x));
pos = ivec3(c_cpos[0] + ivec2(rot * vec2(c_radius[0], 0)), height);
}
tpos = c_reps[0] * gl_TessCoord.x;
dist = viewPointDist(pos);
}
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