refactor Brush to be used in shared_ptr
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@@ -179,7 +179,7 @@ void NodeCanvas::draw()
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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_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_canvas->m_current_stroke->m_brush->m_tip_opacity);
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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::UseFragCoordUV2, false);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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@@ -201,19 +201,19 @@ void NodeCanvas::draw()
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else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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m_sampler.bind(0);
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auto& paper = TextureManager::get(m_canvas->m_current_stroke->m_brush.m_tex_stencil_id);
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auto& paper = *m_canvas->m_current_stroke->m_brush->m_stencil_texture;
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ShaderManager::use(kShader::CompDraw);
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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_int(kShaderUniform::TexMask, 2);
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//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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//ShaderManager::u_int(kShaderUniform::TexStencil, 3);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_canvas->m_current_stroke->m_brush->m_tip_opacity);
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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::UseFragCoordUV2, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_current_stroke->m_brush.m_blend_mode);
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ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_current_stroke->m_brush->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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