Hi community!
Picture:

Working on it was a good reminder of not to call normalize() on vectors of zero length ![]()
Hi community!
Picture:

Working on it was a good reminder of not to call normalize() on vectors of zero length ![]()
Its very clever that the distance between the lines remains consistent while it transforms.
@seanwasere Once upon a time I made a prototype of this in js, here: геометрия - Как найти точки пересечения прямых? - Stack Overflow на русском (Russian, though). And in the demo I tried to port that solution’s idea into vertex shader.