Adding linestring cap support
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@@ -30,14 +30,16 @@ void main(void) {
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vec2 dirVect = a_nextPos - a_position;
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vec2 normal = normalize(vec2(-dirVect.y, dirVect.x));
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offset = v_halfWidth * normal * a_direction;
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if (a_instruction == 4. && (u_round == 7. || u_round == 9.)) {
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if ((a_instruction == 4. && (u_round == 7. || u_round == 9.)) ||
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(a_instruction == 0. && (u_round == 8. || u_round == 9.))) {
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v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);
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}
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} else if (a_instruction == 1. || a_instruction == 3.) {
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vec2 dirVect = a_lastPos - a_position;
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vec2 normal = normalize(vec2(dirVect.y, -dirVect.x));
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offset = v_halfWidth * normal * a_direction;
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if (a_instruction == 3. && (u_round == 7. || u_round == 9.)) {
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if ((a_instruction == 3. && (u_round == 7. || u_round == 9.)) ||
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(a_instruction == 1. && (u_round == 8. || u_round == 9.))) {
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v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);
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}
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} else if (a_instruction == 5. || a_instruction == 6.) {
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@@ -77,6 +79,30 @@ void main(void) {
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offset = tmpNormal * a_direction * v_halfWidth;
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}
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}
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} else if (a_instruction == 2.) {
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vec2 dirVect = a_position - a_nextPos;
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vec2 firstNormal = normalize(dirVect);
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vec2 secondNormal = vec2(firstNormal.y * a_direction, -firstNormal.x * a_direction);
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vec2 hypotenuse = normalize(firstNormal - secondNormal);
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vec2 normal = vec2(hypotenuse.y * a_direction, -hypotenuse.x * a_direction);
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float length = sqrt(v_halfWidth * v_halfWidth * 2.0);
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offset = normal * length;
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if (u_round == 8. || u_round == 9.) {
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v_round = 1.0;
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v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);
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}
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} else if (a_instruction == 10.) {
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vec2 dirVect = a_position - a_lastPos;
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vec2 firstNormal = normalize(dirVect);
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vec2 secondNormal = vec2(-firstNormal.y * a_direction, firstNormal.x * a_direction);
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vec2 hypotenuse = normalize(firstNormal - secondNormal);
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vec2 normal = vec2(-hypotenuse.y * a_direction, hypotenuse.x * a_direction);
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float length = sqrt(v_halfWidth * v_halfWidth * 2.0);
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offset = normal * length;
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if (u_round == 8. || u_round == 9.) {
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v_round = 1.0;
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v_roundVertex = projPos + u_offsetScaleMatrix * vec4(0., 0., 0., 0.);
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}
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}
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vec4 offsets = u_offsetScaleMatrix * vec4(offset, 0., 0.);
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gl_Position = projPos + offsets;
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