intersection working, outlines wrong
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@@ -28,28 +28,35 @@ uniform PlaneMats
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layout(local_size_x = 128, local_size_y = 1, local_size_z = 1) in;
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void main () {
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uint ti0 = gl_GlobalInvocationID.x * 4;
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uint pv0 = gl_GlobalInvocationID.x * 4;
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uint pe0 = gl_GlobalInvocationID.x * 8;
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int ti0 = int(gl_GlobalInvocationID.x * 4);
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int pv0 = int(gl_GlobalInvocationID.x * 4);
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int pe0 = int(gl_GlobalInvocationID.x * 8);
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uint ii = 0;
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uint vv = 0;
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int ii = 0;
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int vv = 0;
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// polyVerts[pv0 + vv++] = vec4(-1,0,0,1);
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// polyVerts[pv0 + vv++] = vec4(1,0,0,1);
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//
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// polyEdges[pe0 + ii++] = pv0 + 0;
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// polyEdges[pe0 + ii++] = pv0 + 1;
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for(uint i = 1; i < 4; i++)
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for (int i = 0; i < 4; i++)
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for (int j = i + 1; j < 4; j++)
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{
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polyVerts[pv0 + vv++] = (tetraVerts[ti0] + tetraVerts[ti0 + i]) / 2;
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}
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vec4 a = tetraVerts[tetraInds[ti0 + i]];
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vec4 a_ = tform * a;
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vec4 b = tetraVerts[tetraInds[ti0 + j]];
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vec4 b_ = tform * b;
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polyEdges[pe0 + ii++] = pv0 + 0;
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polyEdges[pe0 + ii++] = pv0 + 1;
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polyEdges[pe0 + ii++] = pv0 + 1;
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polyEdges[pe0 + ii++] = pv0 + 2;
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polyEdges[pe0 + ii++] = pv0 + 2;
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polyEdges[pe0 + ii++] = pv0 + 0;
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if (a_.x * b_.x < 0)
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{
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vec4 p = (b-a) / (a_.x - b_.x) * b_.x + b;
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polyVerts[pv0 + vv++] = p;
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}
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}
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for (int i = 0; i < vv; i++)
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{
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polyEdges[pe0 + ii++] = pv0 + i;
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polyEdges[pe0 + ii++] = pv0 + (i + 1) % vv;
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}
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while (vv < 4) polyVerts[pv0 + vv++] = vec4(0);
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while (ii < 8) polyEdges[pe0 + ii++] = 0;
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}
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