+
+ z4 = z1 - trill_ne * trill_overlap;
+ x4 := hround (x4 + 0.5 trill_thin) - 0.5 trill_thin;
+
+ pat := (z4 - nw_dist){-trill_ne}
+ .. bot z4{left}
+ .. lft z4{up}
+ .. (z4 + nw_dist){trill_ne}
+ -- (z1 + nw_dist){trill_ne}
+ -- (z1 - nw_dist){-trill_ne}
+ -- cycle;
+
+ if ending = 1:
+ fill pat shifted (offset, 0);
+ elseif ending = 2:
+ pat := pat scaled -1 shifted (-feta_eps, -feta_eps);
+ fill pat shifted (offset, 0);
+ fi;