fix stencil random every stroke and not sample
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@@ -246,7 +246,7 @@ void ui::Canvas::stroke_draw()
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ShaderManager::u_int(kShaderUniform::TexStencil, 3); // stencil
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ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
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ShaderManager::u_vec2(kShaderUniform::StencilOffset, glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f));
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ShaderManager::u_vec2(kShaderUniform::StencilOffset, stencil_offset);
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ShaderManager::u_float(kShaderUniform::StencilAlpha, m_brush.m_tip_stencil);
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ShaderManager::u_float(kShaderUniform::Wet, m_brush.m_tip_wet);
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ShaderManager::u_float(kShaderUniform::Noise, m_brush.m_tip_noise);
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@@ -578,6 +578,8 @@ void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush&
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m_show_tmp = false;
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m_commit_delayed = false;
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}
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stencil_offset = glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f);
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m_current_stroke = std::make_unique<Stroke>();
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m_current_stroke->m_camera.rot = m_cam_rot;
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