rename texture to pattern and implement initial pattern settings
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@@ -219,9 +219,10 @@ void App::initShaders()
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"uniform sampler2D tex_stroke;\n"
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"uniform sampler2D tex_mask;\n"
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"uniform sampler2D tex_dual;\n"
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//"uniform sampler2D tex_stencil;\n"
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"uniform sampler2D tex_pattern;\n"
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"uniform mediump float alpha;\n"
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"uniform mediump float stroke_alpha;\n"
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"uniform mediump float pattern_alpha;\n"
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"uniform mediump int blend_mode;\n"
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"uniform mediump int dual_blend_mode;\n"
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"uniform mediump vec2 resolution;\n"
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@@ -229,6 +230,7 @@ void App::initShaders()
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"uniform bool mask;\n"
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"uniform bool fragUV2;\n"
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"uniform bool use_dual;\n"
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"uniform bool use_pattern;\n"
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"in mediump vec2 uv;\n"
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"out mediump vec4 frag;\n"
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SHADER_FUNCTION_BLUR
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@@ -238,6 +240,9 @@ void App::initShaders()
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" mediump vec2 uv2 = fragUV2 ? (gl_FragCoord.st / resolution) : uv;\n"
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" mediump vec4 base = texture(tex, uv2);\n"
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" mediump vec4 stroke = texture(tex_stroke, uv);\n"
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" if (use_pattern){\n"
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" stroke.a *= 1.0 - texture(tex_pattern, uv2 * 5.0).r * pattern_alpha;\n"
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" }\n"
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" if (use_dual){\n"
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" mediump vec4 dual = texture(tex_dual, uv);\n"
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//" stroke.a = stroke.a * dual.a;\n"
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@@ -385,16 +390,17 @@ void App::initShaders()
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SHADER_EXT_FB_FETCH
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"uniform mediump sampler2D tex;\n"
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"uniform mediump sampler2D tex_bg;\n"
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"uniform mediump sampler2D tex_stencil;\n"
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"uniform mediump sampler2D tex_pattern;\n"
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"uniform mediump sampler2D tex_mix;\n"
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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 vec2 pattern_offset;\n"
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"uniform mediump float pattern_alpha;\n"
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"uniform mediump float mix_alpha;\n"
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"uniform mediump float wet;\n"
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"uniform bool use_pattern;\n"
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"in mediump vec2 uv;\n"
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"in mediump vec2 uv_2;\n"
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"in mediump float q;\n"
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@@ -406,9 +412,9 @@ void App::initShaders()
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SHADER_FUNCTION_RAND
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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) * 5.0).r) * stencil_alpha;\n"
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" mediump float pattern = use_pattern ? 1.0 - (texture(tex_pattern, (uv2+pattern_offset) * 5.0).r) * pattern_alpha : 1.0;\n"
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" mediump float brush_alpha = ( 1.0 - texture(tex, uv/q).r ) * alpha;\n"
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" mediump vec4 fg = vec4(col.rgb, brush_alpha * stencil);\n"
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" mediump vec4 fg = vec4(col.rgb, brush_alpha * pattern);\n"
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"#if defined(GL_EXT_shader_framebuffer_fetch)\n"
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" mediump vec4 bg = frag;\n"
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"#elif defined(GL_ARM_shader_framebuffer_fetch)\n"
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@@ -503,18 +509,18 @@ void App::initShaders()
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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;\n"
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"uniform mediump sampler2D tex_stencil;\n"
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"uniform mediump sampler2D tex_pattern;\n"
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"uniform mediump vec4 col;\n"
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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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"uniform mediump vec2 pattern_offset;\n"
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"uniform mediump float pattern_alpha;\n"
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"in mediump float alpha;\n"
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"in mediump vec3 uv;\n"
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"out mediump vec4 frag;\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)).r * 0.9) * stencil_alpha;\n"
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" mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha * stencil;\n"
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" mediump float pattern = 1.0 - (texture(tex_pattern, (uv2+pattern_offset)).r * 0.9) * pattern_alpha;\n"
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" mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha * pattern;\n"
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" frag = vec4(col.rgb, a);\n"
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"}\n";
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