move shaders into .glsl files and add #include feature
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93
data/shaders/stroke.glsl
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93
data/shaders/stroke.glsl
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[[vertex]]
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uniform mat4 mvp;
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in vec4 pos;
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in vec2 uvs;
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in vec2 uvs2;
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out vec2 uv;
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out vec2 uv_2;
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out float q;
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void main()
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{
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uv = uvs;
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uv_2 = uvs2;
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q = pos.w;
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gl_Position = mvp * vec4(pos.xy, 0.0, 1.0);
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};
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[[fragment]]
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#include "include/ext-fb-fetch.glsl"
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#include "include/rand.glsl"
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#include "include/color.glsl"
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uniform mediump sampler2D tex;
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uniform mediump sampler2D tex_bg;
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uniform mediump sampler2D tex_mix;
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uniform mediump vec4 col;
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uniform mediump vec2 resolution;
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uniform mediump float alpha;
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uniform mediump float noise;
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uniform mediump float mix_alpha;
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uniform mediump float wet;
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uniform bool use_pattern;
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uniform mediump sampler2D tex_pattern;
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uniform mediump vec2 pattern_scale;
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uniform mediump float pattern_bright;
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uniform mediump float pattern_contr;
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uniform mediump float pattern_depth;
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uniform mediump vec2 pattern_offset;
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uniform mediump bool pattern_invert;
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in mediump vec2 uv;
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in mediump vec2 uv_2;
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in mediump float q;
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#if defined(GL_EXT_shader_framebuffer_fetch)
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inout mediump vec4 frag;
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#else
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out mediump vec4 frag;
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#endif
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void main()
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{
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mediump vec2 uv2 = gl_FragCoord.st / resolution;
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mediump float brush_alpha = ( 1.0 - texture(tex, uv/q).r ) * alpha;
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mediump vec4 fg = vec4(col.rgb, brush_alpha);
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if (use_pattern)
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{
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mediump vec2 rscale = resolution / vec2(512.0);
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mediump float patt = texture(tex_pattern, uv2 * (0.5 / pattern_scale) * rscale + pattern_offset).r;
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if (pattern_invert)
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patt = 1.0 - patt;
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patt = patt * pattern_depth + (1.0 - pattern_depth);
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if (pattern_bright != 0.5)
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patt = brightness1(patt, 1.0 - pattern_bright);
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if (pattern_contr != 0.5)
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patt = contrast1(patt, pattern_contr);
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fg.a = mix(fg.a, fg.a * patt, pattern_depth);
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}
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#if defined(GL_EXT_shader_framebuffer_fetch)
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mediump vec4 bg = frag;
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#elif defined(GL_ARM_shader_framebuffer_fetch)
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mediump vec4 bg = gl_LastFragColorARM;
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#else
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mediump vec4 bg = texture(tex_bg, uv2);
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#endif
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fg.a *= 1.0-rand(uv2+uv)*noise;
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if (fg.a == 0.0) discard;
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if (mix_alpha > 0.0)
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{
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mediump vec2 uv_mix = uv_2 / q;
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if (uv_mix.x < 0.0 || uv_mix.x > 1.0 || uv_mix.y < 0.0 || uv_mix.y > 1.0) discard;
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mediump vec4 mbg = texture(tex_mix, uv_mix);
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fg.rgb = mix(fg.rgb, mbg.rgb, mix_alpha * mbg.a);
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}
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mediump float contribution = (1.0 - bg.a) * fg.a;
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mediump float alpha_tot = bg.a + contribution;
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mediump vec3 rgb = mix(bg.rgb, fg.rgb, fg.a / alpha_tot);
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mediump vec4 frag_wet = vec4(rgb, max(bg.a, fg.a * 1.2));
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mediump vec4 frag_dry = vec4(rgb, alpha_tot);
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frag = mix(frag_dry, frag_wet, wet);
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};
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