move shaders into .glsl files and add #include feature
This commit is contained in:
@@ -100,7 +100,6 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
|
||||
ShaderManager::u_vec2(kShaderUniform::Resolution, canvas->m_canvas->m_size);
|
||||
ShaderManager::u_int(kShaderUniform::TexPattern, 3);
|
||||
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index].m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Lock, canvas->m_canvas->m_layers[layer_index].m_alpha_locked);
|
||||
ShaderManager::u_int(kShaderUniform::Mask, canvas->m_canvas->m_smask_active);
|
||||
@@ -112,6 +111,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
|
||||
ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
|
||||
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
|
||||
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
|
||||
ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
|
||||
ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
Reference in New Issue
Block a user