Add anti aliasing to transform constraints #107394
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@ -778,19 +778,23 @@ static void drawLine(
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immUniformColor3ubv(col2);
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GPU_line_smooth(true);
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// immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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float viewport[4];
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GPU_viewport_size_get_f(viewport);
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GPU_blend(GPU_BLEND_ALPHA);
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immBindBuiltinProgram(GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR);
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immUniform2fv("viewportSize", &viewport[2]);
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immUniform1f("lineWidth", U.pixelsize * 2.0f);
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immUniformColor3ubv(col2);
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immBegin(GPU_PRIM_LINES, 2);
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immVertex3fv(pos, v1);
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immVertex3fv(pos, v2);
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immEnd();
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immUnbindProgram();
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GPU_line_smooth(false);
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GPU_matrix_pop();
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}
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Remove the commented line.