Isolate legacy stroke composite shader setup
This commit is contained in:
@@ -3,6 +3,7 @@
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#include "canvas.h"
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#include "app.h"
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#include "legacy_gl_renderbuffer_dispatch.h"
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#include "legacy_canvas_stroke_composite_services.h"
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#include "legacy_canvas_stroke_execution_services.h"
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#include "legacy_canvas_stroke_shader_services.h"
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#include "legacy_canvas_stroke_services.h"
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@@ -1264,30 +1265,29 @@ void Canvas::draw_merge(bool draw_checkerboard, std::array<bool, 6> faces /*= SI
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if (b->m_pattern_flipx) patt_scale.x *= -1.f;
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if (b->m_pattern_flipy) patt_scale.y *= -1.f;
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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_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho);
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ShaderManager::u_int(kShaderUniform::UseDual, stroke_material.composite_pass.use_dual);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, stroke_material.composite_pass.dual_blend_mode);
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ShaderManager::u_int(kShaderUniform::UsePattern, stroke_material.composite_pass.use_pattern);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
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ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
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ShaderManager::u_float(kShaderUniform::DualAlpha, stroke_material.composite_pass.dual_alpha);
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pp::panopainter::setup_legacy_stroke_composite_shader(
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pp::panopainter::LegacyStrokeCompositeUniforms {
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.resolution = Canvas::I->m_size,
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.pattern = {
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.scale = patt_scale,
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.invert = static_cast<float>(b->m_pattern_invert),
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.brightness = b->m_pattern_brightness,
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.contrast = b->m_pattern_contrast,
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.depth = b->m_pattern_depth,
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.blend_mode = b->m_pattern_blend_mode,
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.offset = Canvas::I->m_pattern_offset,
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},
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.mvp = ortho,
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.layer_alpha = m_layers[layer_index]->m_opacity,
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.alpha_lock = m_layers[layer_index]->m_alpha_locked,
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.mask_enabled = m_smask_active,
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.use_fragcoord = false,
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.blend_mode = b->m_blend_mode,
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.use_dual = stroke_material.composite_pass.use_dual,
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.dual_blend_mode = stroke_material.composite_pass.dual_blend_mode,
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.dual_alpha = stroke_material.composite_pass.dual_alpha,
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.use_pattern = stroke_material.composite_pass.use_pattern,
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});
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set_active_texture_unit(0);
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m_layers[layer_index]->rtt(plane_index).bindTexture();
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96
src/legacy_canvas_stroke_composite_services.h
Normal file
96
src/legacy_canvas_stroke_composite_services.h
Normal file
@@ -0,0 +1,96 @@
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#pragma once
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#include "shader.h"
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#include "util.h"
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#include <functional>
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namespace pp::panopainter {
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struct LegacyStrokeCompositePatternUniforms {
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glm::vec2 scale {};
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float invert = 0.0f;
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float brightness = 0.0f;
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float contrast = 0.0f;
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float depth = 0.0f;
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int blend_mode = 0;
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glm::vec2 offset {};
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};
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struct LegacyStrokeCompositeUniforms {
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glm::vec2 resolution {};
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LegacyStrokeCompositePatternUniforms pattern;
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glm::mat4 mvp { 1.0f };
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float layer_alpha = 1.0f;
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bool alpha_lock = false;
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bool mask_enabled = false;
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bool use_fragcoord = false;
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int blend_mode = 0;
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bool use_dual = false;
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int dual_blend_mode = 0;
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float dual_alpha = 0.0f;
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bool use_pattern = false;
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};
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struct LegacyStrokeCompositeShaderExecution {
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std::function<void(kShader)> use_shader;
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std::function<void(kShaderUniform, int)> set_int;
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std::function<void(kShaderUniform, float)> set_float;
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std::function<void(kShaderUniform, const glm::vec2&)> set_vec2;
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std::function<void(kShaderUniform, const glm::mat4&)> set_mat4;
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};
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[[nodiscard]] inline LegacyStrokeCompositeShaderExecution legacy_shader_manager_stroke_composite_execution() noexcept
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{
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return {
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.use_shader = [](kShader shader) { ShaderManager::use(shader); },
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.set_int = [](kShaderUniform uniform, int value) { ShaderManager::u_int(uniform, value); },
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.set_float = [](kShaderUniform uniform, float value) { ShaderManager::u_float(uniform, value); },
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.set_vec2 = [](kShaderUniform uniform, const glm::vec2& value) { ShaderManager::u_vec2(uniform, value); },
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.set_mat4 = [](kShaderUniform uniform, const glm::mat4& value) { ShaderManager::u_mat4(uniform, value); },
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};
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}
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inline void apply_legacy_stroke_composite_pattern_uniforms(
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const LegacyStrokeCompositePatternUniforms& uniforms,
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const LegacyStrokeCompositeShaderExecution& execution) noexcept
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{
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execution.set_vec2(kShaderUniform::PatternScale, uniforms.scale);
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execution.set_float(kShaderUniform::PatternInvert, uniforms.invert);
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execution.set_float(kShaderUniform::PatternBright, uniforms.brightness);
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execution.set_float(kShaderUniform::PatternContrast, uniforms.contrast);
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execution.set_float(kShaderUniform::PatternDepth, uniforms.depth);
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execution.set_int(kShaderUniform::PatternBlendMode, uniforms.blend_mode);
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execution.set_vec2(kShaderUniform::PatternOffset, uniforms.offset);
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}
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inline void setup_legacy_stroke_composite_shader(
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const LegacyStrokeCompositeUniforms& uniforms,
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const LegacyStrokeCompositeShaderExecution& execution) noexcept
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{
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execution.use_shader(kShader::CompDraw);
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execution.set_int(kShaderUniform::Tex, 0);
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execution.set_int(kShaderUniform::TexStroke, 1);
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execution.set_int(kShaderUniform::TexMask, 2);
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execution.set_int(kShaderUniform::TexDual, 3);
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execution.set_int(kShaderUniform::TexPattern, 4);
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execution.set_vec2(kShaderUniform::Resolution, uniforms.resolution);
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execution.set_float(kShaderUniform::Alpha, uniforms.layer_alpha);
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execution.set_int(kShaderUniform::Lock, uniforms.alpha_lock);
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execution.set_int(kShaderUniform::Mask, uniforms.mask_enabled);
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execution.set_int(kShaderUniform::UseFragcoord, uniforms.use_fragcoord);
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execution.set_int(kShaderUniform::BlendMode, uniforms.blend_mode);
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execution.set_mat4(kShaderUniform::MVP, uniforms.mvp);
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execution.set_int(kShaderUniform::UseDual, uniforms.use_dual);
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execution.set_int(kShaderUniform::UsePattern, uniforms.use_pattern);
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execution.set_int(kShaderUniform::DualBlendMode, uniforms.dual_blend_mode);
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apply_legacy_stroke_composite_pattern_uniforms(uniforms.pattern, execution);
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execution.set_float(kShaderUniform::DualAlpha, uniforms.dual_alpha);
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}
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inline void setup_legacy_stroke_composite_shader(const LegacyStrokeCompositeUniforms& uniforms)
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{
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setup_legacy_stroke_composite_shader(uniforms, legacy_shader_manager_stroke_composite_execution());
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}
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} // namespace pp::panopainter
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@@ -6,6 +6,7 @@
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#include "bezier.h"
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#include "canvas.h"
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#include "app.h"
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#include "legacy_canvas_stroke_composite_services.h"
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#include "legacy_canvas_stroke_execution_services.h"
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#include "legacy_canvas_stroke_shader_services.h"
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#include "legacy_canvas_stroke_services.h"
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@@ -574,29 +575,29 @@ void NodeStrokePreview::draw_stroke_immediate()
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// COMPOSITE
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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_int(kShaderUniform::TexDual, 3);
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_vec2(kShaderUniform::Resolution, size);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::UseDual, material.composite_pass.use_dual);
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ShaderManager::u_int(kShaderUniform::UsePattern, material.composite_pass.use_pattern);
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ShaderManager::u_int(kShaderUniform::DualBlendMode, material.composite_pass.dual_blend_mode);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
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ShaderManager::u_int(kShaderUniform::PatternBlendMode, material.composite_pass.pattern_blend_mode);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f));
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ShaderManager::u_float(kShaderUniform::DualAlpha, material.composite_pass.dual_alpha);
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pp::panopainter::setup_legacy_stroke_composite_shader(
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pp::panopainter::LegacyStrokeCompositeUniforms {
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.resolution = size,
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.pattern = {
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.scale = patt_scale,
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.invert = static_cast<float>(b->m_pattern_invert),
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.brightness = b->m_pattern_brightness,
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.contrast = b->m_pattern_contrast,
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.depth = b->m_pattern_depth,
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.blend_mode = material.composite_pass.pattern_blend_mode,
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.offset = glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f),
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},
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.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
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.layer_alpha = 1.0f,
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.alpha_lock = false,
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.mask_enabled = false,
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.use_fragcoord = false,
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.blend_mode = b->m_blend_mode,
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.use_dual = material.composite_pass.use_dual,
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.dual_blend_mode = material.composite_pass.dual_blend_mode,
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.dual_alpha = material.composite_pass.dual_alpha,
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.use_pattern = material.composite_pass.use_pattern,
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});
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m_sampler_linear.bind(0);
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m_sampler_linear.bind(1);
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