pattern tweaks
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@@ -76,7 +76,7 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
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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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@@ -91,6 +91,7 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
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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, glm::vec2(0));
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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m_sampler_linear.bind(0);
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@@ -288,8 +289,11 @@ void NodeStrokePreview::draw_stroke()
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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, size);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(0));
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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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, glm::vec2(0));
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && b->m_pattern_eachsample);
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
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@@ -378,7 +382,7 @@ void NodeStrokePreview::draw_stroke()
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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, 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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@@ -392,6 +396,7 @@ void NodeStrokePreview::draw_stroke()
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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, glm::vec2(0));
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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m_sampler_linear.bind(0);
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