add noise parameter to the brush settings
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@@ -155,6 +155,7 @@
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<node height="20" justify="center"><text text="Mixer" font-face="arial" font-size="11"/></node>
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<node height="20" justify="center"><text text="Stencil" font-face="arial" font-size="11"/></node>
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<node height="20" justify="center"><text text="Wet" font-face="arial" font-size="11"/></node>
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<node height="20" justify="center"><text text="Noise" font-face="arial" font-size="11"/></node>
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</node>
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<border dir="col" align="center" grow="1" width="1" flood-events="1">
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<node height="30" pad="1" width="100%" dir="row">
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@@ -183,6 +184,7 @@
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<node height="20" pad="1" width="100%"><slider-h id="tip-mix"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-stencil"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-wet"/></node>
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<node height="20" pad="1" width="100%"><slider-h id="tip-noise"/></node>
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</border>
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</node>
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@@ -258,6 +258,7 @@ void App::initShaders()
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"uniform mediump vec4 col;\n"
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"uniform mediump vec2 resolution;\n"
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"uniform mediump float alpha;\n"
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"uniform mediump float noise;\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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"uniform mediump float wet;\n"
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@@ -268,6 +269,7 @@ void App::initShaders()
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#else
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"out mediump vec4 frag;\n"
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#endif
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"mediump float rand(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); }\n"
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"void main(){\n"
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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) * 2.0).r * 0.9) * stencil_alpha;\n"
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@@ -278,6 +280,7 @@ void App::initShaders()
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#else
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" mediump vec4 bg = texture(tex_bg, uv2);\n"
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#endif
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" fg.a *= 1.0-rand(uv2+uv)*noise;\n"
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" if (fg.a == 0.0) discard;\n"
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" mediump float contribution = (1.0 - bg.a) * fg.a * stencil;\n"
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" mediump float alpha_tot = bg.a + contribution;"
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@@ -18,6 +18,7 @@ public:
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float m_tip_angle = 0;
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float m_tip_stencil = 0;
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float m_tip_wet = 0;
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float m_tip_noise = 0;
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bool m_tip_angle_follow = false;
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bool m_tip_flow_pressure = false;
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bool m_tip_size_pressure = false;
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@@ -247,6 +247,7 @@ void ui::Canvas::stroke_draw()
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//ShaderManager::u_vec2(kShaderUniform::StencilOffset, glm::vec2((rand()%1000)*0.001f, (rand()%1000)*0.001f));
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ShaderManager::u_float(kShaderUniform::StencilAlpha, m_brush.m_tip_stencil);
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ShaderManager::u_float(kShaderUniform::Wet, m_brush.m_tip_wet);
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ShaderManager::u_float(kShaderUniform::Noise, m_brush.m_tip_noise);
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for (const auto& s : samples)
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{
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glm::vec2 dx(s.size * 0.5f, 0), dy(0, s.size * 0.5f);
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@@ -490,7 +490,7 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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if (!m_points.empty())
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if (m_points.size() > 3)
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{
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if (m_dragging)
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{
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@@ -623,7 +623,7 @@ void CanvasModeMaskLine::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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void CanvasModeMaskLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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if (!m_points.empty())
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if (m_points.size() > 3)
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{
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if (m_active_tool)
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{
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@@ -29,6 +29,8 @@ void NodePanelStroke::update_controls()
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m_tip_opacity->m_value.x = b.m_tip_opacity;
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m_tip_angle->m_value.x = b.m_tip_angle;
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m_tip_stencil->m_value.x = b.m_tip_stencil;
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m_tip_wet->m_value.x = b.m_tip_wet;
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m_tip_noise->m_value.x = b.m_tip_noise;
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m_jitter_scale->m_value.x = b.m_jitter_scale;
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m_jitter_angle->m_value.x = b.m_jitter_angle;
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m_jitter_spread->m_value.x = b.m_jitter_spread;
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@@ -55,6 +57,7 @@ void NodePanelStroke::init_controls()
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init_slider(m_tip_angle, "tip-angle", &ui::Brush::m_tip_angle);
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init_slider(m_tip_stencil, "tip-stencil", &ui::Brush::m_tip_stencil);
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init_slider(m_tip_wet, "tip-wet", &ui::Brush::m_tip_wet);
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init_slider(m_tip_noise, "tip-wet", &ui::Brush::m_tip_noise);
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init_slider(m_jitter_scale, "jitter-scale", &ui::Brush::m_jitter_scale);
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init_slider(m_jitter_angle, "jitter-angle", &ui::Brush::m_jitter_angle);
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init_slider(m_jitter_spread, "jitter-spread", &ui::Brush::m_jitter_spread);
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@@ -18,6 +18,7 @@ public:
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NodeSliderH* m_tip_angle;
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NodeSliderH* m_tip_stencil;
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NodeSliderH* m_tip_wet;
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NodeSliderH* m_tip_noise;
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NodeSliderH* m_jitter_scale;
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NodeSliderH* m_jitter_angle;
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NodeSliderH* m_jitter_spread;
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@@ -24,6 +24,7 @@ enum class kShaderUniform : uint16_t
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Resolution = const_hash("resolution"),
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Highlight = const_hash("highlight"),
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BlendMode = const_hash("blend_mode"),
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Noise = const_hash("noise"),
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};
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enum class kShader : uint16_t
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