move brush opacity from comp to stroke
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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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