Take line width into account when forming miters.
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@@ -22,6 +22,7 @@ uniform float u_miterLimit;
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void main(void) {
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bool degenerate = false;
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v_halfWidth = u_lineWidth / 2.0;
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float miterLimit = u_miterLimit + u_lineWidth;
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vec2 offset;
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v_round = 0.0;
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float direction = a_direction / abs(a_direction);
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@@ -45,7 +46,7 @@ void main(void) {
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offset = normal * direction * miterLength;
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if (mod(a_direction, 2.0) == 0.0) {
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v_round = 1.0;
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} else if (miterLength > u_miterLimit) {
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} else if (miterLength > miterLimit) {
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offset = tmpNormal * direction * v_halfWidth;
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}
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} else {
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