don't use degenerate vertices
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@@ -4,7 +4,6 @@ uniform mat4 u_matrix;
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uniform float u_size;
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void main() {
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float z = step(32767.0, a_pos.x) * 2.0;
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gl_Position = u_matrix * vec4(a_pos, z, 1);
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gl_Position = u_matrix * vec4(a_pos, 0, 1);
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gl_PointSize = u_size;
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}
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@@ -25,7 +25,7 @@ const shader_source llmr::shaders[SHADER_COUNT] = {
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"uniform vec4 u_color;\n\nvoid main() {\n gl_FragColor = u_color;\n}\n",
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},
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{
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"attribute vec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform float u_size;\n\nvoid main() {\n float z = step(32767.0, a_pos.x) * 2.0;\n gl_Position = u_matrix * vec4(a_pos, z, 1);\n gl_PointSize = u_size;\n}\n",
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"attribute vec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform float u_size;\n\nvoid main() {\n gl_Position = u_matrix * vec4(a_pos, 0, 1);\n gl_PointSize = u_size;\n}\n",
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"#define root2 1.42\n\nuniform sampler2D u_image;\nuniform vec2 u_tl;\nuniform vec2 u_br;\nuniform vec4 u_color;\n\nuniform vec2 pos;\nuniform float inbounds;\nuniform vec4 color;\n\nvoid main() {\n vec2 pos = (gl_PointCoord * 2.0 - 1.0) * root2 / 2.0 + 0.5;\n\n float inbounds = step(0.0, pos.x) * step(0.0, pos.y) *\n (1.0 - step(1.0, pos.x)) * (1.0 - step(1.0, pos.y));\n\n vec4 color = texture2D(u_image, mix(u_tl, u_br, pos)) * inbounds;\n\n if (u_color.a > 0.0) {\n gl_FragColor = u_color * color.a;\n } else {\n gl_FragColor = vec4(color.rgb * color.a, color.a);\n }\n}\n",
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}
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};
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