Improved mask also work on erase. Improved shaders for layer opacity, now when drawing doesn't change opacity. Improved layers panel layout to be similar to PS. Added layer blending option and visibility. Added custom icons to checkboxes and fixed the combobox items.
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@@ -137,7 +137,7 @@ void NodeCanvas::draw()
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auto layer_index = m_canvas->m_order[i];
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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if (m_canvas->m_layers[layer_index].m_opacity == .0f)
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if (!m_canvas->m_layers[layer_index].m_visible || m_canvas->m_layers[layer_index].m_opacity == .0f)
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continue;
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int z = (int)(m_canvas->m_order.size() - i);
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@@ -153,11 +153,12 @@ void NodeCanvas::draw()
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ShaderManager::use(kShader::CompErase);
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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_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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//ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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@@ -182,7 +183,8 @@ void NodeCanvas::draw()
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ShaderManager::u_int(kShaderUniform::TexMask, 2);
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//ShaderManager::u_vec2(kShaderUniform::Resolution, zw(m_canvas->m_box) / zoom);
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//ShaderManager::u_int(kShaderUniform::TexStencil, 3);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_int(kShaderUniform::UseFragCoordUV2, false);
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