move brush opacity from comp to stroke
This commit is contained in:
@@ -66,7 +66,6 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
|
||||
ShaderManager::u_int(kShaderUniform::Tex, 0);
|
||||
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
|
||||
ShaderManager::u_int(kShaderUniform::TexMask, 2);
|
||||
ShaderManager::u_float(kShaderUniform::StrokeAlpha, canvas->m_canvas->m_current_stroke->m_brush->m_tip_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
|
||||
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
|
||||
ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
|
||||
@@ -99,7 +98,6 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
|
||||
ShaderManager::u_int(kShaderUniform::TexMask, 2);
|
||||
ShaderManager::u_vec2(kShaderUniform::Resolution, canvas->m_canvas->m_size);
|
||||
ShaderManager::u_int(kShaderUniform::TexPattern, 3);
|
||||
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index]->m_alpha_locked);
|
||||
ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
|
||||
|
||||
Reference in New Issue
Block a user