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@chrisj chrisj commented Aug 5, 2025

Previously, the shader read the attribute for the opposing vertex of each line segment.

I noticed with #820 that the lines were getting drawn with inverse of the expected width change. It seems pretty clear to me now that this is the correct calculation.

getLineEndpointIndex returns 0 for vertexA (aVertexIndex.x) and 1 for vertexB (aVertexIndex.y) so to use vertexA we need 1 - getLineEndpointIndex and getLineEndpointIndex for vertexB.

…th each vertex

Previously, the shader read the attribute for the opposing vertex of each line segment.
@jbms jbms merged commit 72efcde into google:master Aug 13, 2025
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briossant pushed a commit to briossant/neuroglancer that referenced this pull request Nov 10, 2025
…th each vertex (google#822)

Previously, the shader read the attribute for the opposing vertex of each line segment.
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