Extract preview mix-pass material planning
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@@ -1,7 +1,10 @@
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#pragma once
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#include "../libs/glm/glm/glm.hpp"
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#include "../libs/glm/glm/ext/matrix_clip_space.hpp"
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#include "legacy_canvas_stroke_services.h"
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#include "paint_renderer/compositor.h"
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#include "renderer_api/renderer_api.h"
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#include <algorithm>
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#include <cstdint>
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@@ -43,4 +46,88 @@ namespace pp::panopainter {
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});
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}
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struct LegacyNodeStrokePreviewMixPassPlan {
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pp::paint_renderer::CanvasStrokeMaterialPlan material {};
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struct ShaderPlan {
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glm::vec2 resolution {};
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glm::vec2 pattern_scale {};
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float pattern_invert = 0.0f;
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float pattern_brightness = 0.0f;
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float pattern_contrast = 0.0f;
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float pattern_depth = 0.0f;
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int pattern_blend_mode = 0;
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glm::vec2 pattern_offset {};
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int blend_mode = 0;
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bool use_dual = false;
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int dual_blend_mode = 0;
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float dual_alpha = 0.0f;
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bool use_pattern = false;
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} shader {};
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};
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struct LegacyNodeStrokePreviewMixPassRequest {
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glm::vec2 resolution {};
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float pattern_scale = 0.0f;
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bool pattern_flipx = false;
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bool pattern_flipy = false;
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bool pattern_invert = false;
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float pattern_brightness = 0.0f;
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float pattern_contrast = 0.0f;
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float pattern_depth = 0.0f;
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bool pattern_rand_offset = false;
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bool pattern_enabled = false;
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bool pattern_eachsample = false;
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float tip_wet = 0.0f;
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float tip_mix = 0.0f;
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float tip_noise = 0.0f;
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bool dual_enabled = false;
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int dual_blend_mode = 0;
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int pattern_blend_mode = 0;
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float dual_opacity = 0.0f;
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int blend_mode = 0;
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};
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[[nodiscard]] inline LegacyNodeStrokePreviewMixPassPlan plan_legacy_node_stroke_preview_mix_pass(
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const LegacyNodeStrokePreviewMixPassRequest& request) noexcept
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{
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glm::vec2 pattern_scale(request.pattern_scale);
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if (request.pattern_flipx) {
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pattern_scale.x *= -1.0f;
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}
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if (request.pattern_flipy) {
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pattern_scale.y *= -1.0f;
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}
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LegacyNodeStrokePreviewMixPassPlan plan;
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plan.material = plan_legacy_canvas_stroke_material(
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pp::paint_renderer::CanvasStrokeMaterialRequest {
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.destination_feedback_needed = false,
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.pattern_enabled = request.pattern_enabled,
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.pattern_eachsample = request.pattern_eachsample,
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.wet_blend = request.tip_wet > 0.0f,
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.mix_blend = request.tip_mix > 0.0f,
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.noise_enabled = request.tip_noise > 0.0f,
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.dual_brush_enabled = request.dual_enabled,
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.dual_blend_mode = request.dual_blend_mode,
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.pattern_blend_mode = request.pattern_blend_mode,
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.dual_alpha = request.dual_opacity,
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});
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plan.shader = LegacyNodeStrokePreviewMixPassPlan::ShaderPlan {
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.resolution = request.resolution,
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.pattern_scale = pattern_scale,
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.pattern_invert = static_cast<float>(request.pattern_invert),
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.pattern_brightness = request.pattern_brightness,
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.pattern_contrast = request.pattern_contrast,
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.pattern_depth = request.pattern_depth,
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.pattern_blend_mode = plan.material.composite_pass.pattern_blend_mode,
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.pattern_offset = glm::vec2(request.pattern_rand_offset ? 0.5f : 0.0f),
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.blend_mode = request.blend_mode,
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.use_dual = plan.material.composite_pass.use_dual,
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.dual_blend_mode = plan.material.composite_pass.dual_blend_mode,
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.dual_alpha = plan.material.composite_pass.dual_alpha,
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.use_pattern = plan.material.composite_pass.use_pattern,
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};
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return plan;
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}
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} // namespace pp::panopainter
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@@ -136,6 +136,60 @@ struct StrokePreviewMixPassInputs {
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std::function<void()> draw_mix;
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};
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pp::panopainter::LegacyNodeStrokePreviewMixPassRequest make_stroke_preview_mix_pass_request(
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const Brush& brush,
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glm::vec2 resolution) noexcept
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{
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return {
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.resolution = resolution,
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.pattern_scale = brush.m_pattern_scale,
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.pattern_flipx = brush.m_pattern_flipx,
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.pattern_flipy = brush.m_pattern_flipy,
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.pattern_invert = brush.m_pattern_invert,
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.pattern_brightness = brush.m_pattern_brightness,
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.pattern_contrast = brush.m_pattern_contrast,
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.pattern_depth = brush.m_pattern_depth,
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.pattern_rand_offset = brush.m_pattern_rand_offset,
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.pattern_enabled = brush.m_pattern_enabled,
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.pattern_eachsample = brush.m_pattern_eachsample,
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.tip_wet = brush.m_tip_wet,
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.tip_mix = brush.m_tip_mix,
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.tip_noise = brush.m_tip_noise,
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.dual_enabled = brush.m_dual_enabled,
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.dual_blend_mode = brush.m_dual_blend_mode,
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.pattern_blend_mode = brush.m_pattern_blend_mode,
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.dual_opacity = brush.m_dual_opacity,
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.blend_mode = brush.m_blend_mode,
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};
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}
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pp::panopainter::LegacyStrokeCompositeUniforms make_stroke_preview_mix_composite_uniforms(
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const pp::panopainter::LegacyNodeStrokePreviewMixPassPlan::ShaderPlan& shader_plan) noexcept
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{
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return {
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.resolution = shader_plan.resolution,
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.pattern = {
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.scale = shader_plan.pattern_scale,
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.invert = shader_plan.pattern_invert,
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.brightness = shader_plan.pattern_brightness,
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.contrast = shader_plan.pattern_contrast,
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.depth = shader_plan.pattern_depth,
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.blend_mode = shader_plan.pattern_blend_mode,
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.offset = shader_plan.pattern_offset,
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},
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.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
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.layer_alpha = 1.0f,
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.alpha_lock = false,
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.mask_enabled = false,
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.use_fragcoord = false,
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.blend_mode = shader_plan.blend_mode,
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.use_dual = shader_plan.use_dual,
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.dual_blend_mode = shader_plan.dual_blend_mode,
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.dual_alpha = shader_plan.dual_alpha,
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.use_pattern = shader_plan.use_pattern,
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};
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}
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void execute_stroke_preview_mix_pass(const StrokePreviewMixPassInputs& inputs)
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{
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gl_state gl;
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@@ -551,34 +605,10 @@ void NodeStrokePreview::clear_context()
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void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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{
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const auto& b = m_brush;
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glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
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if (b->m_pattern_flipx) patt_scale.x *= -1.f;
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if (b->m_pattern_flipy) patt_scale.y *= -1.f;
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const auto material = stroke_preview_material_plan(*b, false);
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const auto mix_pass = pp::panopainter::plan_legacy_node_stroke_preview_mix_pass(
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make_stroke_preview_mix_pass_request(*b, m_size));
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pp::panopainter::setup_legacy_stroke_composite_shader(
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pp::panopainter::LegacyStrokeCompositeUniforms {
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.resolution = m_size,
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.pattern = {
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.scale = patt_scale,
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.invert = static_cast<float>(b->m_pattern_invert),
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.brightness = b->m_pattern_brightness,
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.contrast = b->m_pattern_contrast,
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.depth = b->m_pattern_depth,
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.blend_mode = material.composite_pass.pattern_blend_mode,
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.offset = glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f),
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},
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.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
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.layer_alpha = 1.0f,
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.alpha_lock = false,
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.mask_enabled = false,
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.use_fragcoord = false,
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.blend_mode = b->m_blend_mode,
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.use_dual = material.composite_pass.use_dual,
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.dual_blend_mode = material.composite_pass.dual_blend_mode,
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.dual_alpha = material.composite_pass.dual_alpha,
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.use_pattern = material.composite_pass.use_pattern,
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});
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make_stroke_preview_mix_composite_uniforms(mix_pass.shader));
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execute_stroke_preview_mix_pass(
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StrokePreviewMixPassInputs {
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