pattern offset, invert and flip(xy)
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@@ -203,6 +203,11 @@ void NodeCanvas::draw()
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else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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m_sampler.bind(0);
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glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
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if (b->m_pattern_flipx) patt_scale.x *= -1.f;
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if (b->m_pattern_flipy) patt_scale.y *= -1.f;
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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::TexStroke, 1);
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@@ -220,7 +225,8 @@ void NodeCanvas::draw()
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, glm::vec2(b->m_pattern_scale));
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
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