Isolate legacy stroke composite shader setup
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@@ -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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