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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