Make brush angle dynamic
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@@ -251,8 +251,8 @@ class MakePaint {
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}
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var angle = UISidebar.inst.brushAngle + UISidebar.inst.brushNodesAngle;
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if (angle != 0.0) {
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var a = angle * (Math.PI / 180);
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frag.write('pa_mask.xy = vec2(pa_mask.x * ${Math.cos(a)} - pa_mask.y * ${Math.sin(a)}, pa_mask.x * ${Math.sin(a)} + pa_mask.y * ${Math.cos(a)});');
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frag.add_uniform('vec2 brushAngle', '_brushAngle');
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frag.write('pa_mask.xy = vec2(pa_mask.x * brushAngle.x - pa_mask.y * brushAngle.y, pa_mask.x * brushAngle.y + pa_mask.y * brushAngle.x);');
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}
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frag.write('pa_mask /= brushRadius;');
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if (UISidebar.inst.brush3d) {
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@@ -29,8 +29,8 @@ class MakeTexcoord {
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var angle = UISidebar.inst.brushAngle + UISidebar.inst.brushNodesAngle;
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var uvAngle = Context.layer.material_mask != null ? Context.layer.angle : angle;
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if (uvAngle != 0.0) {
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var a = uvAngle * (Math.PI / 180);
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frag.write_attrib('uvsp = vec2(uvsp.x * ${Math.cos(a)} - uvsp.y * ${Math.sin(a)}, uvsp.x * ${Math.sin(a)} + uvsp.y * ${Math.cos(a)});');
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frag.add_uniform('vec2 brushAngle', '_brushAngle');
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frag.write_attrib('uvsp = vec2(uvsp.x * brushAngle.x - uvsp.y * brushAngle.y, uvsp.x * brushAngle.y + uvsp.y * brushAngle.x);');
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}
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frag.add_uniform('float brushScaleX', '_brushScaleX');
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@@ -54,8 +54,8 @@ class MakeTexcoord {
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var angle = UISidebar.inst.brushAngle + UISidebar.inst.brushNodesAngle;
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var uvAngle = Context.layer.material_mask != null ? Context.layer.angle : angle;
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if (uvAngle > 0.0) {
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var a = uvAngle * (Math.PI / 180);
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vert.write('texCoord = vec2(texCoord.x * ${Math.cos(a)} - texCoord.y * ${Math.sin(a)}, texCoord.x * ${Math.sin(a)} + texCoord.y * ${Math.cos(a)});');
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vert.add_uniform('vec2 brushAngle', '_brushAngle');
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vert.write('texCoord = vec2(texCoord.x * brushAngle.x - texCoord.y * brushAngle.y, texCoord.x * brushAngle.y + texCoord.y * brushAngle.x);');
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}
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}
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else { // Triplanar
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