move shaders into .glsl files and add #include feature
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@@ -30,7 +30,6 @@ public:
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float m_tip_angle = 0;
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float m_tip_angle_delay = 0;
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float m_tip_mix = 0;
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float m_pattern_opacity = 1.f;
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float m_tip_wet = 0;
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float m_tip_noise = 0;
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float m_tip_hue = 0;
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@@ -78,6 +77,7 @@ public:
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float m_pattern_brightness = 0.5f;
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float m_pattern_contrast = 0.5f;
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bool m_pattern_rand_offset = false;
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float m_pattern_depth = 1.f;
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bool load_tip(const std::string& path, const std::string& thumb);
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bool load_dual(const std::string& path, const std::string& thumb);
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