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fastuidraw/glsl/shaders/fastuidraw_banded_rays, fastuidraw_restricted_rays: combine condition to include end points into primary test
35e27fdView on GitHubfastuidraw/glsl/shaders/fastuidraw_banded_rays, fastuidraw_restricted_rays: exchange a branch for an addition || and &&
3dc6799View on GitHubfastuidraw/glsl/shaders/fastuidraw_unpackHalf2x16: better name for internal function
2e0c74dView on GitHubfastuidraw/glsl/shaders/fastuidraw_banded_rays: minor optimization
83ae812View on GitHubfastuidraw/glsl/shaders/fastuidraw_banded_rays: add code for the end point too
049e9b7View on GitHubfastuidraw/glsl/shaders/fastuidraw_banded_rays: use new way
dc8023bView on GitHubfastuidraw/glsl/shaders/fastuidraw_restricted_rays: handle end points correctly + avoid creating a new curve when A < 0
c75650bView on GitHubfastuidraw/glsl/shaders/fastuidraw_banded_rays: reuse concepts of restricted_rays + get anti-aliasing correct
4da4dafView on GitHubfastuidraw/glsl/shaders/fastuidraw_restricted_rays: additional comments
522d432View on GitHubfastuidraw/glsl/shaders/fastuidraw_restricted_rays: comments to show why the rules for the winding effects are what they are
c7832bdView on GitHubfastuidraw/glsl/shaders/painter/glyph/fastuidraw_painter_glyph_restricted_rays: shader debug fix
6dde38aView on GitHubfastuidraw/glsl/shaders/fastuidraw_restricted_rays: slicker
7976979View on GitHubfastuidraw/glsl/shaders/fastuidraw_restricted_rays: comuting a1 and a2 common code
ead3987View on GitHub