pixel based brush size, Photoshop slider curve, improve abr import
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@@ -193,7 +193,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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glm::scale(glm::vec3(100)) *
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glm::transpose(canvas->m_canvas->m_cam_rot) *
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glm::translate(glm::vec3(cur * glm::vec2(aspect * tan_fov), -1)) *
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size * 800.f / App::I.height)) *
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size / App::I.height)) *
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glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0))
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);
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glEnable(GL_BLEND);
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@@ -262,7 +262,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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proj * camera * pos *
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glm::inverse(glm::lookAt({ 0, 0, 0 }, vr_controller_pos, { 0, 1, 0 })) *
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//glm::scale(glm::vec3(0.1)) *
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size * 800.f / App::I.height)) *
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glm::scale(glm::vec3(canvas->m_canvas->m_current_brush->m_tip_size / App::I.height)) *
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glm::eulerAngleZ(canvas->m_canvas->m_current_brush->m_tip_angle * (float)(M_PI * 2.0))
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);
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glEnable(GL_BLEND);
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