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https://github.com/italicsjenga/vello.git
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Address review feedback
* replace one_minus_focal_x and abs_one_minus_focal_x variables with the actual expressions * replace division by r^2-1 with multiplication by reciprocal * revert chain selects to branchy code for clarity. Branching is dynamically uniform so shouldn't affect performance * add suggested comment describing gradient kind/flags constants
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5e1188f968
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3 changed files with 42 additions and 94 deletions
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@ -184,9 +184,7 @@ fn main(
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r1 = tmp_r;
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}
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focal_x = r0 / (r0 - r1);
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let one_minus_focal_x = 1.0 - focal_x;
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let cf = one_minus_focal_x * p0 + focal_x * p1;
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let abs_one_minus_focal_x = abs(one_minus_focal_x);
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let cf = (1.0 - focal_x) * p0 + focal_x * p1;
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radius = r1 / (distance(cf, p1));
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let user_to_unit_line = transform_mul(
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two_point_to_unit_line(cf, p1),
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@ -196,15 +194,16 @@ fn main(
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// When r == 1.0, focal point is on circle
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if abs(radius - 1.0) <= GRADIENT_EPSILON {
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kind = RAD_GRAD_KIND_FOCAL_ON_CIRCLE;
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let scale = 0.5 * abs_one_minus_focal_x;
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let scale = 0.5 * abs(1.0 - focal_x);
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user_to_scaled = transform_mul(
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Transform(vec4(scale, 0.0, 0.0, scale), vec2(0.0)),
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user_to_unit_line
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);
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} else {
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let a = radius * radius - 1.0;
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let scale_x = radius / a * abs_one_minus_focal_x;
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let scale_y = sqrt(abs(a)) / a * abs_one_minus_focal_x;
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let a_recip = 1.0 / a;
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let scale_x = radius * a_recip * abs(1.0 - focal_x);
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let scale_y = sqrt(abs(a)) * a_recip * abs(1.0 - focal_x);
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user_to_scaled = transform_mul(
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Transform(vec4(scale_x, 0.0, 0.0, scale_y), vec2(0.0)),
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user_to_unit_line
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121
shader/fine.wgsl
121
shader/fine.wgsl
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@ -118,30 +118,20 @@ fn extend_mode(t: f32, mode: u32) -> f32 {
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let EXTEND_PAD = 0u;
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let EXTEND_REPEAT = 1u;
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let EXTEND_REFLECT = 2u;
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// Branching version of the code below:
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//
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// switch mode {
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// // EXTEND_PAD
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// case 0u: {
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// return clamp(t, 0.0, 1.0);
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// }
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// // EXTEND_REPEAT
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// case 1u: {
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// return fract(t);
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// }
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// // EXTEND_REFLECT
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// default: {
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// return abs(t - 2.0 * round(0.5 * t));
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// }
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// }
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let pad = clamp(t, 0.0, 1.0);
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let repeat = fract(t);
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let reflect = abs(t - 2.0 * round(0.5 * t));
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return select(
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select(pad, repeat, mode == EXTEND_REPEAT),
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reflect,
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mode == EXTEND_REFLECT
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);
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switch mode {
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// EXTEND_PAD
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case 0u: {
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return clamp(t, 0.0, 1.0);
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}
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// EXTEND_REPEAT
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case 1u: {
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return fract(t);
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}
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// EXTEND_REFLECT
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default: {
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return abs(t - 2.0 * round(0.5 * t));
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}
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}
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}
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#else
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@ -309,16 +299,14 @@ fn main(
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case 7u: {
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let rad = read_rad_grad(cmd_ix);
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let focal_x = rad.focal_x;
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let one_minus_focal_x = 1.0 - focal_x;
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let radius = rad.radius;
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let is_strip = rad.kind == RAD_GRAD_KIND_STRIP;
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let is_circular = rad.kind == RAD_GRAD_KIND_CIRCULAR;
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let is_focal_on_circle = rad.kind == RAD_GRAD_KIND_FOCAL_ON_CIRCLE;
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let is_swapped = (rad.flags & RAD_GRAD_SWAPPED) != 0u;
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let is_greater = radius > 1.0;
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let inv_r1 = select(1.0 / radius, 0.0, is_circular);
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let less_scale = select(1.0, -1.0, is_swapped || one_minus_focal_x < 0.0);
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let t_sign = sign(one_minus_focal_x);
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let r1_recip = select(1.0 / radius, 0.0, is_circular);
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let less_scale = select(1.0, -1.0, is_swapped || (1.0 - focal_x) < 0.0);
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let t_sign = sign(1.0 - focal_x);
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for (var i = 0u; i < PIXELS_PER_THREAD; i += 1u) {
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let my_xy = vec2(xy.x + f32(i), xy.y);
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let local_xy = rad.matrx.xy * my_xy.x + rad.matrx.zw * my_xy.y + rad.xlat;
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@ -326,65 +314,22 @@ fn main(
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let y = local_xy.y;
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let xx = x * x;
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let yy = y * y;
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let x_inv_r1 = x * inv_r1;
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// This is the branching version of the code implemented
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// by the chained selects below:
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//
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// var t = 0.0;
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// var is_valid = true;
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// if is_strip {
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// let a = radius - yy;
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// t = sqrt(a) + x;
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// is_valid = a >= 0.0;
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// } else if is_focal_on_circle {
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// t = (xx + yy) / x;
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// is_valid = t >= 0.0;
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// } else if radius > 1.0 {
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// t = sqrt(xx + yy) - x_inv_r1;
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// } else {
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// let a = xx - yy;
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// t = root_f * sqrt(a) - x_inv_r1;
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// is_valid = a >= 0.0 && t >= 0.0;
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// }
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//
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// The pattern is that these can all be computed with
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// the expression: a * sqrt(b) + c
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//
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// The parameters to the expression are computed up front
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// and chosen with chained selects based on their
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// respective conditions. The same process is done
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// for determining the validity of the resulting value.
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var strip_params = vec3(1.0, radius - yy, x);
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var foc_params = vec3(1.0, 0.0, (xx + yy) / x);
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var greater_params = vec3(1.0, xx + yy, -x_inv_r1);
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var less_params = vec3(less_scale, xx - yy, -x_inv_r1);
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var params = select(
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select(
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select(
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less_params,
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greater_params,
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is_greater,
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),
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foc_params,
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is_focal_on_circle,
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),
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strip_params,
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is_strip,
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);
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var t = params.x * sqrt(params.y) + params.z;
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let is_valid = select(
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select(
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select(
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params.y >= 0.0 && t >= 0.0,
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true,
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is_greater
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),
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t >= 0.0 && x != 0.0,
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is_focal_on_circle,
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),
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params.y >= 0.0,
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is_strip,
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);
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var t = 0.0;
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var is_valid = true;
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if is_strip {
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let a = radius - yy;
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t = sqrt(a) + x;
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is_valid = a >= 0.0;
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} else if is_focal_on_circle {
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t = (xx + yy) / x;
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is_valid = t >= 0.0 && x != 0.0;
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} else if radius > 1.0 {
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t = sqrt(xx + yy) - x * r1_recip;
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} else { // radius < 1.0
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let a = xx - yy;
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t = less_scale * sqrt(a) - x * r1_recip;
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is_valid = a >= 0.0 && t >= 0.0;
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}
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if is_valid {
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t = extend_mode(focal_x + t_sign * t, rad.extend_mode);
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t = select(t, 1.0 - t, is_swapped);
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@ -50,6 +50,10 @@ let N_TILE = 256u;
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let BLEND_STACK_SPLIT = 4u;
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// The following are computed in draw_leaf from the generic gradient parameters
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// encoded in the scene, and stored in the gradient's info struct, for
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// consumption during fine rasterization.
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// Radial gradient kinds
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let RAD_GRAD_KIND_CIRCULAR = 1u;
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let RAD_GRAD_KIND_STRIP = 2u;
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