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More cleanup
Missed a few cases (and I'm still not 100% sure I've got them all).
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@ -61,7 +61,7 @@ fn main(
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let path_ix = sh_path_ix[local_id.x];
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let path_bbox = path_bboxes[path_ix];
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let parent_ix = sh_parent[local_id.x] + wg_id.x * WG_SIZE;
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let bbox = vec4<f32>(f32(path_bbox.x0), f32(path_bbox.y0), f32(path_bbox.x1), f32(path_bbox.y1));
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let bbox = vec4(f32(path_bbox.x0), f32(path_bbox.y0), f32(path_bbox.x1), f32(path_bbox.y1));
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clip_out[global_id.x] = ClipEl(parent_ix, bbox);
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}
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}
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@ -150,7 +150,7 @@ fn main(
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let r0 = bitcast<f32>(scene[dd + 5u]);
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let r1 = bitcast<f32>(scene[dd + 6u]);
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let inv_det = 1.0 / (matrx.x * matrx.w - matrx.y * matrx.z);
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let inv_mat = inv_det * vec4<f32>(matrx.w, -matrx.y, -matrx.z, matrx.x);
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let inv_mat = inv_det * vec4(matrx.w, -matrx.y, -matrx.z, matrx.x);
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var inv_tr = inv_mat.xz * translate.x + inv_mat.yw * translate.y;
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inv_tr += p0;
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let center1 = p1 - p0;
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@ -61,7 +61,7 @@ fn soft_light(cb: vec3<f32>, cs: vec3<f32>) -> vec3<f32> {
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return select(
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cb + (2.0 * cs - 1.0) * (d - cb),
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cb - (1.0 - 2.0 * cs) * cb * (1.0 - cb),
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(cs <= vec3(0.5))
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cs <= vec3(0.5)
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);
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}
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