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optimized circle rendering #1

@paulfrische

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@paulfrische

I am currently watching your latest youtube video about this library and if I get what you are saying correctly, you are basically doing all the math for circle rendering in "pixel space" in your fragment shader.

Why don't you just pass some coordinates between -1 and 1 from the vertex shader to the fragment shader and calculate the distances like this? This way you could reuse your fragment shader for ellipses too and maybe use less operations in the fragment shader

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