Rendered half-width in CSS pixels below which the join is skipped.
The uncovered wedge has area ~theta*R^2/2, so under a couple of pixels it is
sub-pixel and invisible — and a line that thin already sits on the 1.5 px
floor with its intensity faded. Gating on width puts the cost only where the
benefit is: million-segment scenes are thin-line scenes and skip the block.
Lives HERE, in the dependency-free GLSL block, and is interpolated into the
shader source below AND imported by the TSL twin, so the two backends cannot
drift. (tsl-helpers.ts pulls in three/tsl; glsl-lib.ts imports nothing,
which makes it the safe direction for the shared constant to flow.)
Rendered half-width in CSS pixels below which the join is skipped.
The uncovered wedge has area ~theta*R^2/2, so under a couple of pixels it is sub-pixel and invisible — and a line that thin already sits on the 1.5 px floor with its intensity faded. Gating on width puts the cost only where the benefit is: million-segment scenes are thin-line scenes and skip the block.
Lives HERE, in the dependency-free GLSL block, and is interpolated into the shader source below AND imported by the TSL twin, so the two backends cannot drift. (
tsl-helpers.tspulls inthree/tsl;glsl-lib.tsimports nothing, which makes it the safe direction for the shared constant to flow.)