move brush opacity from comp to stroke
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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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