move brush opacity from comp to stroke
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@@ -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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