Fix line flickering in ancestral spade solver
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@@ -1,4 +1,3 @@
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package moe.nea.firmament.features.diana
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package moe.nea.firmament.features.diana
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import kotlin.time.Duration.Companion.seconds
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import kotlin.time.Duration.Companion.seconds
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@@ -172,7 +172,7 @@ class RenderInWorldContext private constructor(
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points.zipWithNext().forEach { (a, b) ->
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points.zipWithNext().forEach { (a, b) ->
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val normal = Vector3f(b.x.toFloat(), b.y.toFloat(), b.z.toFloat())
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val normal = Vector3f(b.x.toFloat(), b.y.toFloat(), b.z.toFloat())
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.sub(a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
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.sub(a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
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// .normalize()
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.normalize()
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val lastNormal0 = lastNormal ?: normal
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val lastNormal0 = lastNormal ?: normal
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lastNormal = normal
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lastNormal = normal
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buffer.vertex(matrix.positionMatrix, a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
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buffer.vertex(matrix.positionMatrix, a.x.toFloat(), a.y.toFloat(), a.z.toFloat())
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@@ -37,7 +37,7 @@ void main() {
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gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
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gl_Position = vec4(-2.0, -2.0, -2.0, 1.0);
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return; // I don't care for these people
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return; // I don't care for these people
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}
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}
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if (linePosStartBehind || linePosEndBehind) {
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if ((linePosStartBehind || linePosEndBehind) && false) {
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ndc1.z = 0.0;
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ndc1.z = 0.0;
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ndc2.z = 0.0;
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ndc2.z = 0.0;
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linePosStart.w = 1.0;
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linePosStart.w = 1.0;
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