pattern tweaks
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@@ -246,7 +246,7 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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//ShaderManager::u_int(kShaderUniform::TexA, 0);
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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_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_int(kShaderUniform::TexPattern, 3);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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@@ -493,8 +493,11 @@ void Canvas::stroke_draw()
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ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
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//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, stencil_offset);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, brush->m_pattern_opacity);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, glm::vec2(brush->m_pattern_scale));
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ShaderManager::u_float(kShaderUniform::PatternBright, brush->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, brush->m_pattern_contrast);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_pattern_offset);
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ShaderManager::u_int(kShaderUniform::UsePattern, brush->m_pattern_enabled && brush->m_pattern_eachsample);
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ShaderManager::u_float(kShaderUniform::MixAlpha, brush->m_tip_mix);
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ShaderManager::u_float(kShaderUniform::Wet, brush->m_tip_wet);
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@@ -787,7 +790,7 @@ void Canvas::stroke_commit()
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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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_float(kShaderUniform::StrokeAlpha, b->m_tip_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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@@ -801,6 +804,7 @@ void Canvas::stroke_commit()
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ShaderManager::u_vec2(kShaderUniform::PatternScale, glm::vec2(b->m_pattern_scale));
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_pattern_offset);
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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glActiveTexture(GL_TEXTURE0);
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@@ -875,7 +879,7 @@ void Canvas::stroke_start(glm::vec3 point, float pressure)
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m_commit_delayed = false;
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}
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stencil_offset = glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f);
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m_pattern_offset = glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f);
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m_current_stroke = std::make_unique<Stroke>();
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m_current_stroke->m_camera.rot = m_cam_rot;
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@@ -1002,7 +1006,7 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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ShaderManager::use(kShader::CompDraw);
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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_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::PatternAlpha, 0);
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