move brush opacity from comp to stroke
This commit is contained in:
@@ -23,7 +23,6 @@ uniform sampler2D tex;
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uniform sampler2D tex_stroke;
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uniform sampler2D tex_mask;
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uniform mediump float alpha;
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uniform mediump float stroke_alpha;
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uniform int blend_mode;
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uniform mediump vec2 resolution;
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uniform bool lock;
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@@ -81,7 +80,7 @@ void main()
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stroke.a = blend_stroke(stroke.a, dual.a, dual_alpha, dual_blend_mode);
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}
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stroke.a = mask ? stroke.a * stroke_alpha * blur(tex_mask, uv).r : stroke.a * stroke_alpha;
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stroke.a = mask ? stroke.a * blur(tex_mask, uv).r : stroke.a;
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if (!lock && base.a == 0.0)
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{
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frag = stroke * vec4(1.0, 1.0, 1.0, alpha);
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@@ -20,7 +20,6 @@ uniform sampler2D tex;
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uniform sampler2D tex_stroke;
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uniform sampler2D tex_mask;
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uniform mediump float alpha;
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uniform mediump float stroke_alpha;
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uniform mediump vec2 resolution;
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uniform bool mask;
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@@ -31,6 +30,6 @@ void main()
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{
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mediump vec4 base = texture(tex, uv);
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mediump vec4 stroke = texture(tex_stroke, uv);
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stroke.a = mask ? stroke.a * stroke_alpha * blur(tex_mask, uv).r : stroke.a * stroke_alpha;
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stroke.a = mask ? stroke.a * blur(tex_mask, uv).r : stroke.a;
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frag = vec4(base.rgb, clamp((base.a - stroke.a) * alpha, 0.0, 1.0));
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}
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@@ -30,6 +30,7 @@ uniform mediump sampler2D tex_mix;
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uniform mediump vec4 col;
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uniform mediump vec2 resolution;
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uniform mediump float alpha;
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uniform mediump float opacity;
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uniform mediump float noise;
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uniform mediump float mix_alpha;
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uniform mediump float wet;
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@@ -99,11 +100,11 @@ void main()
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fg.rgb = mix(fg.rgb, mbg.rgb, mix_alpha * mbg.a);
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}
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mediump float contribution = (1.0 - bg.a) * fg.a;
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mediump float contribution = (opacity - bg.a) * fg.a;
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mediump float alpha_tot = bg.a + contribution;
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mediump vec3 rgb = mix(bg.rgb, fg.rgb, fg.a / alpha_tot);
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mediump vec4 frag_wet = vec4(rgb, max(bg.a, fg.a * 1.2));
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mediump vec4 frag_dry = vec4(rgb, alpha_tot);
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mediump vec4 frag_dry = vec4(rgb, min(alpha_tot, opacity));
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frag = mix(frag_dry, frag_wet, wet);
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}
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@@ -66,7 +66,6 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, canvas->m_canvas->m_current_stroke->m_brush->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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@@ -99,7 +98,6 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_vec2(kShaderUniform::Resolution, canvas->m_canvas->m_size);
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ShaderManager::u_int(kShaderUniform::TexPattern, 3);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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@@ -248,7 +248,6 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_int(kShaderUniform::TexPattern, 3);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index]->m_alpha_locked*/);
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ShaderManager::u_int(kShaderUniform::Mask, false/*m_smask_active*/);
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@@ -495,6 +494,7 @@ void Canvas::stroke_draw()
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ShaderManager::u_int(kShaderUniform::TexPattern, 2); // pattern
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ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
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//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
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ShaderManager::u_float(kShaderUniform::Opacity, brush->m_tip_opacity);
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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ShaderManager::u_float(kShaderUniform::PatternInvert, brush->m_pattern_invert);
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@@ -529,6 +529,7 @@ void Canvas::stroke_draw()
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
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//ShaderManager::u_float(kShaderUniform::Opacity, f.opacity); // per-tip opacity
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for (int i = 0; i < 6; i++)
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{
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auto& P = f.shapes[i];
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@@ -548,12 +549,14 @@ void Canvas::stroke_draw()
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// DRAW DUAL BRUSH
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
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ShaderManager::u_float(kShaderUniform::Wet, 0);
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ShaderManager::u_float(kShaderUniform::Noise, 0);
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if (brush->m_dual_enabled)
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{
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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ShaderManager::u_float(kShaderUniform::Opacity, brush->m_dual_opacity);
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ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
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ShaderManager::u_float(kShaderUniform::Wet, 0);
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ShaderManager::u_float(kShaderUniform::Noise, 0);
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glActiveTexture(GL_TEXTURE0);
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dual_brush->m_tip_texture->bind();
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auto frames_dual = stroke_draw_compute(*m_dual_stroke);
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@@ -562,6 +565,7 @@ void Canvas::stroke_draw()
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
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//ShaderManager::u_float(kShaderUniform::Opacity, f.opacity); // per-tip opacity
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for (int i = 0; i < 6; i++)
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{
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auto& P = f.shapes[i];
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@@ -769,7 +773,6 @@ void Canvas::stroke_commit()
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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@@ -799,7 +802,6 @@ void Canvas::stroke_commit()
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
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@@ -1020,7 +1022,6 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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ShaderManager::u_int(kShaderUniform::Tex, 0); // dest
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ShaderManager::u_int(kShaderUniform::TexStroke, 1); // source
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, 1);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, false);
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@@ -1157,7 +1157,6 @@ void CanvasModeTransform::leave()
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, 1);
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ShaderManager::u_int(kShaderUniform::Lock, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
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@@ -182,7 +182,6 @@ void NodeCanvas::draw()
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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@@ -215,7 +214,6 @@ void NodeCanvas::draw()
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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@@ -80,7 +80,6 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Lock, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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@@ -320,6 +319,7 @@ void NodeStrokePreview::draw_stroke()
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m_rtt.clear();
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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ShaderManager::u_float(kShaderUniform::Opacity, b->m_dual_opacity);
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ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
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ShaderManager::u_float(kShaderUniform::Wet, 0);
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ShaderManager::u_float(kShaderUniform::Noise, 0);
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@@ -328,8 +328,9 @@ void NodeStrokePreview::draw_stroke()
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auto frames_dual = stroke_draw_compute(m_dual_stroke);
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for (auto& f : frames_dual)
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{
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
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//ShaderManager::u_float(kShaderUniform::Opacity, f.opacity); // per sample opacity
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auto rect = stroke_draw_samples(f.shapes, m_tex_dual);
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}
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glActiveTexture(GL_TEXTURE0);
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@@ -344,6 +345,7 @@ void NodeStrokePreview::draw_stroke()
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// DRAW MAIN BRUSH
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_float(kShaderUniform::Opacity, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::MixAlpha, b->m_tip_mix);
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ShaderManager::u_float(kShaderUniform::Wet, b->m_tip_wet);
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ShaderManager::u_float(kShaderUniform::Noise, b->m_tip_noise);
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@@ -369,6 +371,7 @@ void NodeStrokePreview::draw_stroke()
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 } /*f.col*/);
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ShaderManager::u_float(kShaderUniform::Alpha, glm::max(f.pressure, m_min_flow));
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//ShaderManager::u_float(kShaderUniform::Opacity, f.opacity); // per sample opacity
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auto rect = stroke_draw_samples(f.shapes, m_tex);
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}
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glActiveTexture(GL_TEXTURE3);
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@@ -400,7 +403,6 @@ void NodeStrokePreview::draw_stroke()
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_vec2(kShaderUniform::Resolution, size);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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@@ -17,7 +17,7 @@ enum class kShaderUniform : uint16_t
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PatternOffset = const_hash("pattern_offset"),
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PatternAlpha = const_hash("pattern_alpha"),
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MixAlpha = const_hash("mix_alpha"),
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StrokeAlpha = const_hash("stroke_alpha"),
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Opacity = const_hash("opacity"),
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Wet = const_hash("wet"),
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Lock = const_hash("lock"),
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Col = const_hash("col"),
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