remove UseFragCoordUV2
This commit is contained in:
@@ -242,7 +242,6 @@ void App::initShaders()
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"uniform mediump vec2 resolution;\n"
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"uniform mediump vec2 resolution;\n"
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"uniform bool lock;\n"
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"uniform bool lock;\n"
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"uniform bool mask;\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 bool use_dual;\n"
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"uniform sampler2D tex_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_BLEND_STROKE
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SHADER_FUNCTION_COLOR
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SHADER_FUNCTION_COLOR
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"void main() {\n"
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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, uv);\n"
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" mediump vec4 base = texture(tex, uv2);\n"
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" mediump vec4 stroke = texture(tex_stroke, 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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" if (use_pattern){\n"
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" mediump vec2 rscale = resolution / vec2(512.0);\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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" if (pattern_bright != 0.5)\n"
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" patt = brightness1(patt, 1.0 - pattern_bright);\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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" 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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" 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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" stroke.a = blend_stroke(stroke.a, dual.a * dual_alpha, dual_blend_mode);\n"
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" }\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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" 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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" 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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" frag = vec4(blended.rgb, (lock ? base.a : blended.a) * alpha);\n"
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@@ -253,7 +253,6 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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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::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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ShaderManager::u_int(kShaderUniform::Mask, false/*m_smask_active*/);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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@@ -764,7 +763,6 @@ void Canvas::stroke_commit()
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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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::TexMask, 2);
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ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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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_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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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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@@ -795,7 +793,6 @@ void Canvas::stroke_commit()
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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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::Mask, m_smask_active);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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@@ -1007,7 +1004,6 @@ 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::Tex, 0); // dest
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ShaderManager::u_int(kShaderUniform::TexStroke, 1); // source
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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_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, 1);
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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::PatternAlpha, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx].m_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx].m_opacity);
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@@ -1157,7 +1157,6 @@ void CanvasModeTransform::leave()
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, 1);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, 1);
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ShaderManager::u_int(kShaderUniform::Lock, false);
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ShaderManager::u_int(kShaderUniform::Lock, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
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ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
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ShaderManager::u_int(kShaderUniform::BlendMode, 0);
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ShaderManager::u_int(kShaderUniform::BlendMode, 0);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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@@ -184,7 +184,6 @@ void NodeCanvas::draw()
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//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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@@ -216,7 +215,6 @@ void NodeCanvas::draw()
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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@@ -82,7 +82,6 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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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::Lock, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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@@ -387,7 +386,6 @@ void NodeStrokePreview::draw_stroke()
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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@@ -31,7 +31,6 @@ enum class kShaderUniform : uint16_t
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DualBlendMode = const_hash("dual_blend_mode"),
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DualBlendMode = const_hash("dual_blend_mode"),
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Noise = const_hash("noise"),
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Noise = const_hash("noise"),
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Direction = const_hash("dir"),
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Direction = const_hash("dir"),
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UseFragCoordUV2 = const_hash("fragUV2"),
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UseDual = const_hash("use_dual"),
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UseDual = const_hash("use_dual"),
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UsePattern = const_hash("use_pattern"),
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UsePattern = const_hash("use_pattern"),
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LightDir = const_hash("light_dir"),
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LightDir = const_hash("light_dir"),
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