parse abr from PS 2018, restore xmp injection, check uniform hash collision
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@@ -278,9 +278,9 @@ void NodeStrokePreview::draw_stroke()
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}
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{
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float w = m_size.x;
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float h = m_size.y;
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float pad = m_size.x * .15f;
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float w = m_size.x * App::I.zoom;
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float h = m_size.y * App::I.zoom;
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float pad = m_size.x * App::I.zoom * .15f;
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std::vector<glm::vec2> kp = { { pad, pad },{ pad, h - pad },{ w - pad, pad },{ w - pad, h - pad } };
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for (int i = 0; i < 20; i++)
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{
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@@ -326,7 +326,8 @@ void NodeStrokePreview::draw_stroke()
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ShaderManager::u_float(kShaderUniform::Wet, 0);
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ShaderManager::u_float(kShaderUniform::Noise, 0);
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glActiveTexture(GL_TEXTURE0);
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dual_brush->m_tip_texture->bind();
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if (dual_brush->m_tip_texture)
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dual_brush->m_tip_texture->bind();
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auto frames_dual = stroke_draw_compute(m_dual_stroke);
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for (auto& f : frames_dual)
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{
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@@ -335,8 +336,6 @@ void NodeStrokePreview::draw_stroke()
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ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
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auto rect = stroke_draw_samples(f.shapes, m_tex_dual);
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}
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glActiveTexture(GL_TEXTURE0);
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dual_brush->m_tip_texture->unbind();
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// copy raw stroke to tex
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glActiveTexture(GL_TEXTURE1);
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