Isolate legacy stroke composite shader setup
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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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