fix shaders for the transform tool
This commit is contained in:
@@ -152,6 +152,7 @@ void NodeCanvas::draw()
|
||||
ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
|
||||
//ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
|
||||
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
|
||||
ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
|
||||
//ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
|
||||
//ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
|
||||
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
|
||||
@@ -176,11 +177,12 @@ void NodeCanvas::draw()
|
||||
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_canvas->m_size);
|
||||
//ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
|
||||
//ui::ShaderManager::u_int(kShaderUniform::TexStencil, 3);
|
||||
ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
|
||||
ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
|
||||
ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
|
||||
ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
|
||||
ui::ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_current_stroke->m_brush.m_blend_mode);
|
||||
ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
Reference in New Issue
Block a user