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					@ -107,10 +107,16 @@ function draw(state, context) { | 
				
			
			
		
	
		
		
			
				
					
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					    // "Static" data upload
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					    // "Static" data upload
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					    if (segment_count > 0) { | 
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					    if (segment_count > 0) { | 
				
			
			
		
	
		
		
			
				
					
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					        const total_static_size = context.instance_data_points.size * 4 + | 
				
			
			
		
	
		
		
			
				
					
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					            context.instance_data_ids.size * 4 + | 
				
			
			
		
	
		
		
			
				
					
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					            context.instance_data_pressures.size; | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); | 
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					        gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_instance']); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bufferData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4, gl.STREAM_DRAW); | 
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					        gl.bufferData(gl.ARRAY_BUFFER, total_static_size, gl.STREAM_DRAW); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					        gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.instance_data_points));  | 
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					        gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.instance_data_points));  | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4, tv_data(context.instance_data_ids)); | 
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					        gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4, tv_data(context.instance_data_ids)); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bufferSubData(gl.ARRAY_BUFFER, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4, | 
				
			
			
		
	
		
		
			
				
					
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					            tv_data(context.instance_data_pressures)); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); | 
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					        gl.bindTexture(gl.TEXTURE_2D, context.textures['stroke_data']); | 
				
			
			
		
	
		
		
			
				
					
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					        upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); | 
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					        upload_square_rgba16ui_texture(gl, context.stroke_data, config.stroke_texture_size); | 
				
			
			
		
	
		
		
			
				
					
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					@ -125,15 +131,18 @@ function draw(state, context) { | 
				
			
			
		
	
		
		
			
				
					
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					        gl.enableVertexAttribArray(locations['a_a']); | 
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					        gl.enableVertexAttribArray(locations['a_a']); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.enableVertexAttribArray(locations['a_b']); | 
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					        gl.enableVertexAttribArray(locations['a_b']); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.enableVertexAttribArray(locations['a_stroke_id']); | 
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					        gl.enableVertexAttribArray(locations['a_stroke_id']); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.enableVertexAttribArray(locations['a_pressure']); | 
				
			
			
		
	
		
		
			
				
					
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					        // Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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					        // Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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					        gl.vertexAttribPointer(locations['a_a'],          2, gl.FLOAT,         false, 2 * 4, 0); | 
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					        gl.vertexAttribPointer(locations['a_a'],          2, gl.FLOAT,         false, 2 * 4, 0); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribPointer(locations['a_b'],          2, gl.FLOAT,         false, 2 * 4, 2 * 4); | 
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					        gl.vertexAttribPointer(locations['a_b'],          2, gl.FLOAT,         false, 2 * 4, 2 * 4); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT,                  4, context.instance_data_points.size * 4); | 
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					        gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT,                  4, context.instance_data_points.size * 4); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribPointer(locations['a_pressure'],   1, gl.UNSIGNED_BYTE, true,  1, context.instance_data_points.size * 4 + context.instance_data_ids.size * 4); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribDivisor(locations['a_a'], 1); | 
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					        gl.vertexAttribDivisor(locations['a_a'], 1); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribDivisor(locations['a_b'], 1); | 
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					        gl.vertexAttribDivisor(locations['a_b'], 1); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribDivisor(locations['a_stroke_id'], 1); | 
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					        gl.vertexAttribDivisor(locations['a_stroke_id'], 1); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribDivisor(locations['a_pressure'], 1); | 
				
			
			
		
	
		
		
			
				
					
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					        // Static draw (everything already bound)
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					        // Static draw (everything already bound)
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					        gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count);  | 
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					        gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, segment_count);  | 
				
			
			
		
	
	
		
		
			
				
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					@ -151,24 +160,33 @@ function draw(state, context) { | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dynamic_instance']); | 
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					        gl.bindBuffer(gl.ARRAY_BUFFER, buffers['b_dynamic_instance']); | 
				
			
			
		
	
		
		
			
				
					
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					        // Dynamic data upload
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					        // Dynamic data upload
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					        gl.bufferData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4, gl.STREAM_DRAW); | 
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					        const total_dynamic_size =  | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					            context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4 +  | 
				
			
			
		
	
		
		
			
				
					
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					            context.dynamic_instance_pressure.size; | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bufferData(gl.ARRAY_BUFFER, total_dynamic_size, gl.STREAM_DRAW); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.dynamic_instance_points));  | 
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					        gl.bufferSubData(gl.ARRAY_BUFFER, 0, tv_data(context.dynamic_instance_points));  | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4, tv_data(context.dynamic_instance_ids)); | 
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					        gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4, tv_data(context.dynamic_instance_ids)); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bufferSubData(gl.ARRAY_BUFFER, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4,  | 
				
			
			
		
	
		
		
			
				
					
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					            tv_data(context.dynamic_instance_pressure)); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.bindTexture(gl.TEXTURE_2D, context.textures['dynamic_stroke_data']); | 
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					        gl.bindTexture(gl.TEXTURE_2D, context.textures['dynamic_stroke_data']); | 
				
			
			
		
	
		
		
			
				
					
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					        upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size); | 
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					        upload_square_rgba16ui_texture(gl, context.dynamic_stroke_data, config.dynamic_stroke_texture_size); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.enableVertexAttribArray(locations['a_a']); | 
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					        gl.enableVertexAttribArray(locations['a_a']); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.enableVertexAttribArray(locations['a_b']); | 
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					        gl.enableVertexAttribArray(locations['a_b']); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.enableVertexAttribArray(locations['a_stroke_id']); | 
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					        gl.enableVertexAttribArray(locations['a_stroke_id']); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.enableVertexAttribArray(locations['a_pressure']); | 
				
			
			
		
	
		
		
			
				
					
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					        // Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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					        // Points (a, b) and stroke ids are stored in separate cpu buffers so that points can be reused (look at stride and offset values)
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					        gl.vertexAttribPointer(locations['a_a'],          2, gl.FLOAT,         false, 2 * 4, 0); | 
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					        gl.vertexAttribPointer(locations['a_a'],          2, gl.FLOAT,         false, 2 * 4, 0); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribPointer(locations['a_b'],          2, gl.FLOAT,         false, 2 * 4, 2 * 4); | 
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					        gl.vertexAttribPointer(locations['a_b'],          2, gl.FLOAT,         false, 2 * 4, 2 * 4); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT,                  4, context.dynamic_instance_points.size * 4); | 
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					        gl.vertexAttribIPointer(locations['a_stroke_id'], 1, gl.INT,                  4, context.dynamic_instance_points.size * 4); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribPointer(locations['a_pressure'],   1, gl.UNSIGNED_BYTE, true,  1, context.dynamic_instance_points.size * 4 + context.dynamic_instance_ids.size * 4); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribDivisor(locations['a_a'], 1); | 
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					        gl.vertexAttribDivisor(locations['a_a'], 1); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribDivisor(locations['a_b'], 1); | 
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					        gl.vertexAttribDivisor(locations['a_b'], 1); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribDivisor(locations['a_stroke_id'], 1); | 
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					        gl.vertexAttribDivisor(locations['a_stroke_id'], 1); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.vertexAttribDivisor(locations['a_pressure'], 1); | 
				
			
			
		
	
		
		
			
				
					
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					        gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dynamic_segment_count); | 
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					        gl.drawArraysInstanced(gl.TRIANGLES, 0, 6, dynamic_segment_count); | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
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					    } | 
				
			
			
		
	
	
		
		
			
				
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