add ComboBox node, add blend modes button in stroke panel, move brush shader code to ShaderManager and avoid the same shader being recompiled many times
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@@ -90,44 +90,10 @@ bool ui::BrushMesh::create()
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// STROKE - INSTANCED
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static const char* shader_stroke_inst_v =
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SHADER_VERSION
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"in vec4 pos;"
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"in vec2 uvs;"
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"in mat4 a_mvp;"
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"in float a_flow;"
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"out vec3 uv;"
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"out float alpha;"
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"void main(){"
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" uv = vec3(uvs, pos.w);"
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" alpha = a_flow;"
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" gl_Position = a_mvp * vec4(pos.xyz, 1.0);"
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"}";
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static const char* shader_stroke_inst_f =
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SHADER_VERSION
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"uniform mediump sampler2D tex;"
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"uniform mediump sampler2D tex_stencil;\n"
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"uniform mediump vec4 col;"
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"uniform mediump vec2 resolution;\n"
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"uniform mediump vec2 stencil_offset;\n"
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"uniform mediump float stencil_alpha;\n"
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"in mediump float alpha;"
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"in mediump vec3 uv;"
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"out mediump vec4 frag;"
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"void main(){"
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" mediump vec2 uv2 = gl_FragCoord.st / resolution;\n"
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" mediump float stencil = 1.0 - (texture(tex_stencil, (uv2+stencil_offset)).r * 0.9) * stencil_alpha;\n"
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" mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha * stencil;"
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" frag = vec4(col.rgb, a);"
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"}";
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auto shader = ShaderManager::get(kShader::BrushStroke);
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if (!shader.create(shader_stroke_inst_v, shader_stroke_inst_f))
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LOG("Failed to create shader BrushMesh Stroke");
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loc_flow = shader.GetAttribLocation("a_flow");
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loc_mvp = shader.GetAttribLocation("a_mvp");
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loc_flow = shader->GetAttribLocation("a_flow");
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loc_mvp = shader->GetAttribLocation("a_mvp");
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#if USE_VBO
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glGenVertexArrays(1, &vao);
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