implement the complete stroke shader with custom blending mode
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@@ -75,7 +75,7 @@ bool ui::BrushMesh::create()
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{ { .5f, -.5f, 0, 1 }, { 1, 0 } }, // D A----D
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};
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glGenBuffers(3, buffers);
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if (!buffers)
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if (!(buffers[0] && buffers[1] && buffers[2]))
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return false;
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static instance_t inst{ glm::mat4(), .1f };
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@@ -170,6 +170,7 @@ ui::StrokeSample ui::Stroke::randomize_sample(const glm::vec2& pos, float pressu
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}
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std::vector<ui::StrokeSample> ui::Stroke::compute_samples()
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{
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if (m_keypoints.empty()) return {};
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int nsamples = (int)glm::floor((m_keypoints.back().dist - m_dist) / m_step);
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std::vector<StrokeSample> samples;
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samples.reserve(nsamples); // preallocate the estimate number of samples
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