pattern offset, invert and flip(xy)
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@@ -70,6 +70,10 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
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glScissor(bb_min.x, bb_min.y, bb_sz.x, bb_sz.y);
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const auto& b = m_brush;
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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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@@ -87,10 +91,11 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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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, glm::vec2(0));
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(b->m_pattern_rand_offset ? 0.5f: 0.0f));
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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m_sampler_linear.bind(0);
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@@ -279,6 +284,10 @@ void NodeStrokePreview::draw_stroke()
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}
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}
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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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glDisable(GL_BLEND);
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
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@@ -289,10 +298,11 @@ void NodeStrokePreview::draw_stroke()
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//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
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ShaderManager::u_vec2(kShaderUniform::Resolution, size);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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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, glm::vec2(0));
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f));
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && b->m_pattern_eachsample);
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
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@@ -391,10 +401,11 @@ void NodeStrokePreview::draw_stroke()
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
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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, glm::vec2(0));
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f));
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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m_sampler_linear.bind(0);
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