add noise parameter to the brush settings
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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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