restore use fragcoord to fix import/transform
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@@ -101,7 +101,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, true);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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@@ -251,7 +251,7 @@ 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_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::DrawOnScreen, false);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, 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::BlendMode, b->m_blend_mode);
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@@ -803,7 +803,7 @@ void Canvas::stroke_commit()
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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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::DrawOnScreen, false);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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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_int(kShaderUniform::UseDual, b->m_dual_enabled);
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@@ -1024,7 +1024,7 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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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_int(kShaderUniform::Lock, false);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_layers[source_idx]->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_int(kShaderUniform::UseDual, false);
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@@ -1156,11 +1156,11 @@ void CanvasModeTransform::leave()
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, true);
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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_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::DrawOnScreen, 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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@@ -217,7 +217,7 @@ 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_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::DrawOnScreen, true);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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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_int(kShaderUniform::UseDual, b->m_dual_enabled);
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@@ -83,7 +83,7 @@ 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_int(kShaderUniform::Lock, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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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_int(kShaderUniform::UseDual, b->m_dual_enabled);
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@@ -404,7 +404,7 @@ void NodeStrokePreview::draw_stroke()
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_vec2(kShaderUniform::Resolution, size);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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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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@@ -439,7 +439,7 @@ bool check_uniform_uniqueness()
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const_hash("patt_blend_mode"),
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const_hash("colorize"),
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const_hash("dual_alpha"),
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const_hash("draw_on_screen"),
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const_hash("use_fragcoord"),
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};
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std::sort(v.begin(), v.end());
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int last = 0;
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@@ -46,7 +46,7 @@ enum class kShaderUniform : uint16_t
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PatternBlendMode = const_hash("patt_blend_mode"),
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Colorize = const_hash("colorize"),
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DualAlpha = const_hash("dual_alpha"),
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DrawOnScreen = const_hash("draw_on_screen"),
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UseFragcoord = const_hash("use_fragcoord"),
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};
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enum class kShader : uint16_t
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