rename texture to pattern and implement initial pattern settings
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@@ -84,8 +84,8 @@ void NodeStrokePreview::draw_stroke()
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m_sampler_brush.bind(0);
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glActiveTexture(GL_TEXTURE1);
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if (b->m_stencil_texture)
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b->m_stencil_texture->bind();
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if (b->m_pattern_texture && b->m_pattern_enabled)
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b->m_pattern_texture->bind();
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else
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glBindTexture(GL_TEXTURE_2D, 0);
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m_sampler.bind(1);
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@@ -95,10 +95,10 @@ void NodeStrokePreview::draw_stroke()
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ShaderManager::use(kShader::BrushStroke);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStencil, 1); // stencil
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ShaderManager::u_int(kShaderUniform::TexPattern, 1); // stencil
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_rtt.getWidth(), m_rtt.getHeight() });
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ShaderManager::u_vec2(kShaderUniform::StencilOffset, glm::vec2(0));
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ShaderManager::u_float(kShaderUniform::StencilAlpha, b->m_tip_stencil);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(0));
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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m_mesh.draw(samples, proj);
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}
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//else
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