move shaders into .glsl files and add #include feature

This commit is contained in:
2019-02-21 19:26:40 +01:00
parent 16eb9de358
commit eaab9c79e5
47 changed files with 1124 additions and 777 deletions

View File

@@ -249,7 +249,6 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
ShaderManager::u_vec2(kShaderUniform::Resolution, 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, 1);
ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index].m_alpha_locked*/);
ShaderManager::u_int(kShaderUniform::Mask, false/*m_smask_active*/);
@@ -496,11 +495,11 @@ void Canvas::stroke_draw()
ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
ShaderManager::u_float(kShaderUniform::PatternAlpha, brush->m_pattern_opacity);
ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
ShaderManager::u_float(kShaderUniform::PatternInvert, brush->m_pattern_invert);
ShaderManager::u_float(kShaderUniform::PatternBright, brush->m_pattern_brightness);
ShaderManager::u_float(kShaderUniform::PatternContrast, brush->m_pattern_contrast);
ShaderManager::u_float(kShaderUniform::PatternDepth, brush->m_pattern_depth);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_pattern_offset);
ShaderManager::u_int(kShaderUniform::UsePattern, brush->m_pattern_enabled && brush->m_pattern_eachsample);
ShaderManager::u_float(kShaderUniform::MixAlpha, brush->m_tip_mix);
@@ -799,7 +798,6 @@ void Canvas::stroke_commit()
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
ShaderManager::u_float(kShaderUniform::Alpha, 1);
ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
@@ -811,6 +809,7 @@ void Canvas::stroke_commit()
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, m_pattern_offset);
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);