move shaders into .glsl files and add #include feature
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@@ -31,7 +31,6 @@ void NodePanelStroke::update_controls()
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m_tip_opacity->m_value.x = b->m_tip_opacity;
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m_tip_angle->m_value.x = b->m_tip_angle;
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m_tip_angle_delay->m_value.x = b->m_tip_angle_delay;
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m_pattern_opacity->m_value.x = b->m_pattern_opacity;
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m_tip_wet->m_value.x = b->m_tip_wet;
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m_tip_noise->m_value.x = b->m_tip_noise;
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m_jitter_scale->m_value.x = b->m_jitter_scale;
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@@ -74,6 +73,7 @@ void NodePanelStroke::update_controls()
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m_pattern_scale->m_value.x = b->m_pattern_scale;
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m_pattern_brightness->m_value.x = b->m_pattern_brightness;
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m_pattern_contrast->m_value.x = b->m_pattern_contrast;
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m_pattern_depth->m_value.x = b->m_pattern_depth;
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m_blend_mode->set_index(b->m_blend_mode);
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m_dual_blend_mode->set_index(b->m_dual_blend_mode);
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@@ -285,6 +285,7 @@ void NodePanelStroke::init_controls()
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};
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m_pattern_popup->on_brush_changed = [this](Node*, int index) {
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m_pattern_enabled->set_value(true, true);
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if (on_pattern_changed)
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on_pattern_changed(this, m_pattern_popup->get_texture_path(index), m_pattern_popup->get_thumb_path(index));
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m_pattern_thumb->set_image(m_pattern_popup->get_thumb_path(index));
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@@ -308,7 +309,6 @@ void NodePanelStroke::init_controls()
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init_slider(m_tip_angle, "tip-angle", &Brush::m_tip_angle);
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init_slider(m_tip_angle_delay, "tip-angle-delay", &Brush::m_tip_angle_delay);
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init_slider(m_tip_mix, "tip-mix", &Brush::m_tip_mix);
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init_slider(m_pattern_opacity, "pattern-opacity", &Brush::m_pattern_opacity);
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init_slider(m_tip_wet, "tip-wet", &Brush::m_tip_wet);
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init_slider(m_tip_noise, "tip-noise", &Brush::m_tip_noise);
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init_slider(m_tip_hue, "tip-hue", &Brush::m_tip_hue);
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@@ -355,6 +355,7 @@ void NodePanelStroke::init_controls()
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init_slider(m_pattern_scale, "pattern-scale", &Brush::m_pattern_scale);
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init_slider(m_pattern_brightness, "pattern-brightness", &Brush::m_pattern_brightness);
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init_slider(m_pattern_contrast, "pattern-contrast", &Brush::m_pattern_contrast);
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init_slider(m_pattern_depth, "pattern-depth", &Brush::m_pattern_depth);
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auto curve_cubic = [](float v) { return glm::pow(v, 3.f); };
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auto curve_quad = [](float v) { return glm::pow(v, 2.f); };
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