move shaders into .glsl files and add #include feature
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@@ -249,7 +249,6 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_int(kShaderUniform::TexPattern, 3);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Lock, false/*m_layers[layer_index].m_alpha_locked*/);
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ShaderManager::u_int(kShaderUniform::Mask, false/*m_smask_active*/);
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@@ -496,11 +495,11 @@ void Canvas::stroke_draw()
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ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
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//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
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ShaderManager::u_float(kShaderUniform::PatternAlpha, brush->m_pattern_opacity);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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ShaderManager::u_float(kShaderUniform::PatternInvert, brush->m_pattern_invert);
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ShaderManager::u_float(kShaderUniform::PatternBright, brush->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, brush->m_pattern_contrast);
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ShaderManager::u_float(kShaderUniform::PatternDepth, brush->m_pattern_depth);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_pattern_offset);
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ShaderManager::u_int(kShaderUniform::UsePattern, brush->m_pattern_enabled && brush->m_pattern_eachsample);
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ShaderManager::u_float(kShaderUniform::MixAlpha, brush->m_tip_mix);
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@@ -799,7 +798,6 @@ void Canvas::stroke_commit()
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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@@ -811,6 +809,7 @@ void Canvas::stroke_commit()
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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_vec2(kShaderUniform::PatternOffset, m_pattern_offset);
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ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
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