fix stencil random every stroke and not sample

This commit is contained in:
2018-05-10 22:35:59 +02:00
parent 2379679913
commit 2a728b3a07
3 changed files with 5 additions and 2 deletions

View File

@@ -246,7 +246,7 @@ void ui::Canvas::stroke_draw()
ShaderManager::u_int(kShaderUniform::TexStencil, 3); // stencil
ShaderManager::u_vec4(kShaderUniform::Col, m_brush.m_tip_color);
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
ShaderManager::u_vec2(kShaderUniform::StencilOffset, glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f));
ShaderManager::u_vec2(kShaderUniform::StencilOffset, stencil_offset);
ShaderManager::u_float(kShaderUniform::StencilAlpha, m_brush.m_tip_stencil);
ShaderManager::u_float(kShaderUniform::Wet, m_brush.m_tip_wet);
ShaderManager::u_float(kShaderUniform::Noise, m_brush.m_tip_noise);
@@ -578,6 +578,8 @@ void ui::Canvas::stroke_start(glm::vec2 point, float pressure, const ui::Brush&
m_show_tmp = false;
m_commit_delayed = false;
}
stencil_offset = glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f);
m_current_stroke = std::make_unique<Stroke>();
m_current_stroke->m_camera.rot = m_cam_rot;