+ 1 - u; // == mix(w, 1, T) float uv = mix(u, v, T); localcoord = (w < 0) ? /*cubic*/ abcd : /*conic*/ abc/uv; } else { localcoord = (fixedVertexID == 0) ? p0.xy : p3.xy; } } float2 vertexpos = AFFINE_MATRIX * localcoord + TRANSLATE;