opacity pressure and jitter, initial direction
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@@ -447,7 +447,8 @@ std::vector<Canvas::StrokeFrame> Canvas::stroke_draw_compute(Stroke& stroke) con
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f.m_mixer_rect = { glm::floor(mixer_bb_min), glm::ceil(mixer_bb_max - mixer_bb_min) };
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f.col = glm::vec4(s.col, 1);
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f.pressure = s.flow;
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f.flow = s.flow;
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f.opacity = s.opacity;
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f.shapes = stroke_draw_project(B);
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prev = s;
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@@ -528,8 +529,8 @@ void Canvas::stroke_draw()
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
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//ShaderManager::u_float(kShaderUniform::Opacity, f.opacity); // per-tip opacity
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ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
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ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
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for (int i = 0; i < 6; i++)
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{
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auto& P = f.shapes[i];
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@@ -552,7 +553,6 @@ void Canvas::stroke_draw()
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if (brush->m_dual_enabled)
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{
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ShaderManager::u_int(kShaderUniform::UsePattern, false);
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ShaderManager::u_float(kShaderUniform::Opacity, brush->m_dual_opacity);
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ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
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ShaderManager::u_float(kShaderUniform::Wet, 0);
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ShaderManager::u_float(kShaderUniform::Noise, 0);
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@@ -564,8 +564,8 @@ void Canvas::stroke_draw()
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{
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, f.col);
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ShaderManager::u_float(kShaderUniform::Alpha, f.pressure);
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//ShaderManager::u_float(kShaderUniform::Opacity, f.opacity); // per-tip opacity
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ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
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ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
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for (int i = 0; i < 6; i++)
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{
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auto& P = f.shapes[i];
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