<commit_before>/**
 * \brief TODO
 */

#version 440

#define THRESHOLD 0.0000125

layout(points) in;
layout(triangle_strip, max_vertices = 113) out;

in int vDrawId[];
in vec4 vConnectorStart[];
in vec4 vConnectorEnd[];
in vec4 vVertexColor[];

out vec4 vertexColor;
out int volumeId;

uniform mat4 viewMatrix;
uniform mat4 viewProjectionMatrix;
uniform vec2 labelHalfSize = vec2(0.2, 0.05);

vec2 positions[18];
int positionsCount = 0;

void emitVertex(in vec2 position)
{
  gl_Position = vec4(position, 0, 1);
  EmitVertex();
}

void drawDilatedLine(in vec2 prevPos, in vec2 currentPos, in vec2 nextPos)
{
  vec3 plane[2];

  vec2 prevToCurrent = currentPos - prevPos;
  // cross(prevToCurrent.xyw, prevPos.xyw)
  plane[0] = vec3(prevToCurrent.y, -prevToCurrent.x,
                  prevToCurrent.x * prevPos.y - prevToCurrent.y * prevPos.x);

  vec2 currentToNext = nextPos - currentPos;
  // cross(currentToNext.xyw, currentPos.xyw)
  plane[1] =
      vec3(currentToNext.y, -currentToNext.x,
           currentToNext.x * currentPos.y - currentToNext.y * currentPos.x);

  // Compute the semi diagonals in the same quadrants as the plane normal. Note
  // that the use of the step function here is the same as sign(), but do not<commit_msg>Remove unused variables in constraint.geom.<commit_after>/**
 * \brief TODO
 */

#version 440

#define THRESHOLD 0.0000125

layout(points) in;
layout(triangle_strip, max_vertices = 113) out;

in int vDrawId[];
in vec4 vConnectorStart[];
in vec4 vConnectorEnd[];
in vec4 vVertexColor[];

out vec4 vertexColor;

uniform vec2 labelHalfSize = vec2(0.2, 0.05);

vec2 positions[18];
int positionsCount = 0;

void emitVertex(in vec2 position)
{
  gl_Position = vec4(position, 0, 1);
  EmitVertex();
}

void drawDilatedLine(in vec2 prevPos, in vec2 currentPos, in vec2 nextPos)
{
  vec3 plane[2];

  vec2 prevToCurrent = currentPos - prevPos;
  // cross(prevToCurrent.xyw, prevPos.xyw)
  plane[0] = vec3(prevToCurrent.y, -prevToCurrent.x,
                  prevToCurrent.x * prevPos.y - prevToCurrent.y * prevPos.x);

  vec2 currentToNext = nextPos - currentPos;
  // cross(currentToNext.xyw, currentPos.xyw)
  plane[1] =
      vec3(currentToNext.y, -currentToNext.x,
           currentToNext.x * currentPos.y - currentToNext.y * currentPos.x);

  // Compute the semi diagonals in the same quadrants as the plane normal. Note
  // that the use of the step function here is the same as sign(), but do not
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