remove UseFragCoordUV2
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@@ -242,7 +242,6 @@ void App::initShaders()
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"uniform mediump vec2 resolution;\n"
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"uniform bool lock;\n"
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"uniform bool mask;\n"
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"uniform bool fragUV2;\n"
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"uniform bool use_dual;\n"
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"uniform sampler2D tex_dual;\n"
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@@ -264,12 +263,11 @@ void App::initShaders()
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SHADER_FUNCTION_BLEND_STROKE
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SHADER_FUNCTION_COLOR
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"void main() {\n"
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" mediump vec2 uv2 = fragUV2 ? (gl_FragCoord.st / resolution) : uv;\n"
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" mediump vec4 base = texture(tex, uv2);\n"
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" mediump vec4 base = texture(tex, uv);\n"
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" mediump vec4 stroke = texture(tex_stroke, uv);\n"
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" if (use_pattern){\n"
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" mediump vec2 rscale = resolution / vec2(512.0);\n"
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" mediump float patt = texture(tex_pattern, uv2 * (0.5 / pattern_scale) * rscale + pattern_offset).r;\n"
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" mediump float patt = texture(tex_pattern, uv * (0.5 / pattern_scale) * rscale + pattern_offset).r;\n"
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" if (pattern_bright != 0.5)\n"
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" patt = brightness1(patt, 1.0 - pattern_bright);\n"
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" if (pattern_contr != 0.5)\n"
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@@ -280,7 +278,7 @@ void App::initShaders()
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" mediump vec4 dual = texture(tex_dual, uv);\n"
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" stroke.a = blend_stroke(stroke.a, dual.a * dual_alpha, dual_blend_mode);\n"
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" }\n"
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" stroke.a = mask ? stroke.a * stroke_alpha * blur(tex_mask, uv2).r : stroke.a * stroke_alpha;\n"
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" stroke.a = mask ? stroke.a * stroke_alpha * blur(tex_mask, uv).r : stroke.a * stroke_alpha;\n"
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" if (!lock && base.a == 0.0) { frag = stroke * vec4(1.0, 1.0, 1.0, alpha); return; }\n"
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" mediump vec4 blended = blend(base, stroke, blend_mode);\n"
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" frag = vec4(blended.rgb, (lock ? base.a : blended.a) * alpha);\n"
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