move shaders into .glsl files and add #include feature
This commit is contained in:
@@ -216,7 +216,6 @@ void NodeCanvas::draw()
|
||||
ShaderManager::u_vec2(kShaderUniform::Resolution, Canvas::I->m_size);
|
||||
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
|
||||
ShaderManager::u_float(kShaderUniform::StrokeAlpha, b->m_tip_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
|
||||
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
|
||||
ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
|
||||
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
|
||||
@@ -229,6 +228,7 @@ void NodeCanvas::draw()
|
||||
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);
|
||||
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user