mixer brush wip
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@@ -307,13 +307,14 @@ void App::initShaders()
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"uniform mediump sampler2D tex;\n"
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"uniform mediump sampler2D tex_bg;\n"
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"uniform mediump sampler2D tex_stencil;\n"
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//"layout (binding=3, rgba8) uniform image2D tex_mix;\n"
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"uniform mediump sampler2D tex_mix;\n"
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"uniform mediump vec4 col;\n"
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"uniform mediump vec2 resolution;\n"
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"uniform mediump float alpha;\n"
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"uniform mediump float noise;\n"
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"uniform mediump vec2 stencil_offset;\n"
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"uniform mediump float stencil_alpha;\n"
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"uniform mediump float mix_alpha;\n"
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"uniform mediump float wet;\n"
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"in mediump vec2 uv;\n"
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"in mediump float q;\n"
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@@ -343,6 +344,7 @@ void App::initShaders()
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#else
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" mediump vec4 bg = texture(tex_bg, uv2);\n"
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#endif
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" mediump vec4 mbg = texture(tex_mix, uv/q);\n"
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" fg.a *= 1.0-rand(uv2+uv)*noise;\n"
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" if (fg.a == 0.0) discard;\n"
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" mediump float contribution = (1.0 - bg.a) * fg.a;\n"
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@@ -350,7 +352,7 @@ void App::initShaders()
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" mediump vec3 rgb = mix(bg.rgb, fg.rgb, fg.a / alpha_tot);\n"
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" mediump vec4 frag_wet = vec4(rgb, max(bg.a, fg.a * 1.2));\n"
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" mediump vec4 frag_dry = vec4(rgb, alpha_tot);\n"
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" frag = mix(frag_dry, frag_wet, wet);\n"
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" frag = mix(mix(frag_dry, frag_wet, wet), mbg, mix_alpha);\n"
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"}\n";
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static const char* shader_checkerboard_v =
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