pattern offset, invert and flip(xy)
This commit is contained in:
@@ -88,6 +88,11 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
|
||||
{
|
||||
const auto& b = canvas->m_canvas->m_current_stroke->m_brush;
|
||||
sampler.bind(0);
|
||||
|
||||
glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
|
||||
if (b->m_pattern_flipx) patt_scale.x *= -1.f;
|
||||
if (b->m_pattern_flipy) patt_scale.y *= -1.f;
|
||||
|
||||
ShaderManager::use(kShader::CompDraw);
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
|
||||
@@ -103,7 +108,8 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
|
||||
ShaderManager::u_int(kShaderUniform::UseDual, false);
|
||||
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
|
||||
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
|
||||
ShaderManager::u_vec2(kShaderUniform::PatternScale, glm::vec2(b->m_pattern_scale));
|
||||
ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
|
||||
ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
|
||||
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
|
||||
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
|
||||
ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
|
||||
|
||||
Reference in New Issue
Block a user