fix shaders for the transform tool

This commit is contained in:
2018-11-25 16:16:01 +01:00
parent a124d19bdc
commit 0d0cd3db7f
8 changed files with 100 additions and 98 deletions

View File

@@ -291,11 +291,12 @@ void ui::Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz
//ui::ShaderManager::u_int(kShaderUniform::TexA, 0);
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
//ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
//ui::ShaderManager::u_int(kShaderUniform::TexStencil, 3);
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
ui::ShaderManager::u_int(kShaderUniform::Lock, m_layers[layer_index].m_alpha_locked);
ui::ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
ui::ShaderManager::u_int(kShaderUniform::BlendMode, m_current_stroke->m_brush.m_blend_mode);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
@@ -762,6 +763,7 @@ void ui::Canvas::stroke_commit()
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
//ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
@@ -786,9 +788,10 @@ void ui::Canvas::stroke_commit()
ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
//ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
ui::ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
ui::ShaderManager::u_int(kShaderUniform::BlendMode, m_current_stroke->m_brush.m_blend_mode);
ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
@@ -962,7 +965,8 @@ void ui::Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
ui::ShaderManager::use(kShader::CompDraw);
ui::ShaderManager::u_int(kShaderUniform::Tex, 0); // dest
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1); // source
ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
//ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx].m_opacity);
ui::ShaderManager::u_int(kShaderUniform::Lock, false);
ui::ShaderManager::u_int(kShaderUniform::BlendMode, 0); // TODO: defaulted to normal, change to layer blend mode when implemented