rename texture to pattern and implement initial pattern settings
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@@ -85,18 +85,22 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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}
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else if (canvas->m_canvas->m_show_tmp && canvas->m_canvas->m_current_layer_idx == layer_index)
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{
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const auto& b = canvas->m_canvas->m_current_stroke->m_brush;
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sampler.bind(0);
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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, canvas->m_canvas->m_size);
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//ShaderManager::u_int(kShaderUniform::TexStencil, 3);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, canvas->m_canvas->m_current_stroke->m_brush->m_tip_opacity);
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ShaderManager::u_int(kShaderUniform::TexPattern, 3);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index].m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
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ShaderManager::u_int(kShaderUniform::BlendMode, canvas->m_canvas->m_current_stroke->m_brush->m_blend_mode);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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@@ -105,13 +109,9 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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glActiveTexture(GL_TEXTURE2);
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canvas->m_canvas->m_smask.m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE3);
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if (canvas->m_canvas->m_current_stroke->m_brush->m_stencil_texture)
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canvas->m_canvas->m_current_stroke->m_brush->m_stencil_texture->bind();
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else
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glBindTexture(GL_TEXTURE_2D, 0);
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if (b->m_pattern_texture)
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b->m_pattern_texture->bind();
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m_face_plane.draw_fill();
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if (canvas->m_canvas->m_current_stroke->m_brush->m_stencil_texture)
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canvas->m_canvas->m_current_stroke->m_brush->m_stencil_texture->unbind();
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glActiveTexture(GL_TEXTURE2);
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canvas->m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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