move brush opacity from comp to stroke
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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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