Route stroke mixer composite setup through helper
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@@ -437,21 +437,19 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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m_sampler.bind(1);
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m_sampler.bind(2);
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const auto& b = m_current_stroke->m_brush;
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ShaderManager::use(kShader::CompDraw);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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//ShaderManager::u_int(kShaderUniform::TexA, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_int(kShaderUniform::TexPattern, 3);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index]->m_alpha_locked*/);
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ShaderManager::u_int(kShaderUniform::Mask, false/*m_smask_active*/);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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pp::panopainter::setup_legacy_stroke_composite_shader(
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pp::panopainter::LegacyStrokeCompositeUniforms {
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.resolution = m_size,
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.mvp = plane_mvp_z,
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.pattern_texture_slot = 3,
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.layer_alpha = 1.0f,
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.alpha_lock = false, /*m_layers[layer_index]->m_alpha_locked*/
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.mask_enabled = false, /*m_smask_active*/
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.use_fragcoord = false,
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.blend_mode = b->m_blend_mode,
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.use_dual = false,
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.use_pattern = false,
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});
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set_active_texture_unit(0);
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m_layers[layer_index]->rtt(plane_index).bindTexture();
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set_active_texture_unit(1);
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@@ -21,6 +21,11 @@ struct LegacyStrokeCompositeUniforms {
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glm::vec2 resolution {};
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LegacyStrokeCompositePatternUniforms pattern;
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glm::mat4 mvp { 1.0f };
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int texture_slot = 0;
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int stroke_texture_slot = 1;
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int mask_texture_slot = 2;
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int dual_texture_slot = 3;
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int pattern_texture_slot = 4;
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float layer_alpha = 1.0f;
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bool alpha_lock = false;
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bool mask_enabled = false;
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@@ -69,11 +74,11 @@ inline void setup_legacy_stroke_composite_shader(
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const LegacyStrokeCompositeShaderExecution& execution) noexcept
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{
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execution.use_shader(kShader::CompDraw);
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execution.set_int(kShaderUniform::Tex, 0);
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execution.set_int(kShaderUniform::TexStroke, 1);
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execution.set_int(kShaderUniform::TexMask, 2);
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execution.set_int(kShaderUniform::TexDual, 3);
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execution.set_int(kShaderUniform::TexPattern, 4);
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execution.set_int(kShaderUniform::Tex, uniforms.texture_slot);
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execution.set_int(kShaderUniform::TexStroke, uniforms.stroke_texture_slot);
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execution.set_int(kShaderUniform::TexMask, uniforms.mask_texture_slot);
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execution.set_int(kShaderUniform::TexDual, uniforms.dual_texture_slot);
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execution.set_int(kShaderUniform::TexPattern, uniforms.pattern_texture_slot);
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execution.set_vec2(kShaderUniform::Resolution, uniforms.resolution);
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execution.set_float(kShaderUniform::Alpha, uniforms.layer_alpha);
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execution.set_int(kShaderUniform::Lock, uniforms.alpha_lock);
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