Finalize stamp frag shader.
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@@ -214,13 +214,16 @@ void main()
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topleft.y -= outer_cursor_radius;
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vec2 texcoord = (vary_position.xz - topleft) / (outer_cursor_radius * 2.0f) - 0.5;
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vec2 rotatedTexcoord;
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rotatedTexcoord.x = texcoord.x * sin(angle) + texcoord.y * cos(angle) + 0.5;
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rotatedTexcoord.y = texcoord.y * sin(angle) + texcoord.x * cos(angle) + 0.5;
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out_color.rgb = mix(out_color.rgb, texture(stampBrush, rotatedTexcoord).rgb
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rotatedTexcoord.x = texcoord.x * cos(angle) + texcoord.y * sin(angle) + 0.5;
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rotatedTexcoord.y = texcoord.y * cos(angle) - texcoord.x * sin(angle) + 0.5;
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/*out_color.rgb = mix(out_color.rgb, texture(stampBrush, rotatedTexcoord).rgb
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, 1.0 * (int(length(vary_position.xz - cursor_position.xz) / outer_cursor_radius < 1.0))
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* (1.0 - length(vary_position.xz - cursor_position.xz) / outer_cursor_radius));*/
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out_color.rgb = mix(out_color.rgb, cursor_color.rgb, texture(stampBrush, rotatedTexcoord).r
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* (int(length(vary_position.xz - cursor_position.xz) / outer_cursor_radius < 1.0))
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* (1.0 - length(vary_position.xz - cursor_position.xz) / outer_cursor_radius));
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vec2 posRel = vary_position.xz - cursor_position.xz;
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/*vec2 posRel = vary_position.xz - cursor_position.xz;
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float pos_x = posRel.x * sin(angle) - posRel.y * cos(angle);
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float pos_z = posRel.y * sin(angle) + posRel.x * cos(angle);
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float diff_x = abs(pos_x);
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@@ -231,6 +234,6 @@ void main()
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float alpha = 1.0 * (1 - int((diff_x < outer_cursor_radius && diff_z < outer_cursor_radius
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&& (outer_cursor_radius - diff_x <= d || outer_cursor_radius - diff_z <= d)) || (diff_x < inner_radius
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&& diff_z < inner_radius && (inner_radius - diff_x <= d || inner_radius - diff_z <= d))));
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out_color.rgb = mix(cursor_color.rgb, out_color.rgb, alpha);
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out_color.rgb = mix(cursor_color.rgb, out_color.rgb, alpha);*/
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}
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}
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