📄 pattern_brush.glsl
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uniform sampler2D brush_texture;uniform vec2 inv_brush_texture_size;uniform vec3 inv_matrix_m0;uniform vec3 inv_matrix_m1;uniform vec3 inv_matrix_m2;vec4 brush(){ mat3 mat; mat[0] = inv_matrix_m0; mat[1] = inv_matrix_m1; mat[2] = inv_matrix_m2; vec3 hcoords = mat * vec3(gl_FragCoord.xy, 1); vec2 coords = hcoords.xy / hcoords.z; coords *= inv_brush_texture_size; coords.y = -coords.y; float alpha = texture2D(brush_texture, coords).r; return gl_Color * alpha;}
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