Route remaining UI shader setup through helpers
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@@ -273,29 +273,28 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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if (m_shade_mode == ShadeMode::Solid)
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{
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apply_grid_capability(pp::renderer::gl::blend_state(), false);
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ShaderManager::use(kShader::Lambert);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
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ShaderManager::u_float(kShaderUniform::Ambient, get_ambient());
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pp::panopainter::configure_legacy_grid_lambert_shader(
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mvp,
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light_dir,
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get_ambient());
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m_hm_plane.draw_fill();
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}
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else if (m_shade_mode == ShadeMode::Flat)
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{
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ShaderManager::use(kShader::Color);
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ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
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glm::vec3(1.f - m_groud_value->get_value()),
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m_groud_opacity->get_value()
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));
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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pp::panopainter::configure_legacy_ui_color_shader(
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mvp,
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glm::vec4(
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glm::vec3(1.f - m_groud_value->get_value()),
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m_groud_opacity->get_value()));
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m_hm_plane.draw_fill();
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}
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else if(m_shade_mode == ShadeMode::Textured)
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{
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ShaderManager::use(kShader::LambertLightmap);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
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ShaderManager::u_float(kShaderUniform::Ambient, get_ambient());
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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pp::panopainter::configure_legacy_grid_lambert_lightmap_shader(
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mvp,
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light_dir,
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get_ambient(),
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0);
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m_sampler_mipmap.bind(0);
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set_grid_active_texture_unit(0U);
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m_texture.bind();
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@@ -309,13 +308,12 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
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if (wire_alpha > 0.f)
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{
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apply_grid_capability(pp::renderer::gl::blend_state(), true);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
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glm::vec3(m_groud_value->get_value()),
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m_groud_opacity->get_value() *
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wire_alpha
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));
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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pp::panopainter::configure_legacy_ui_color_shader(
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mvp,
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glm::vec4(
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glm::vec3(m_groud_value->get_value()),
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m_groud_opacity->get_value() *
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wire_alpha));
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if (m_hm_image.m_data && m_shade_mode == ShadeMode::Transparent)
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{
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apply_grid_color_mask(
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@@ -401,8 +399,7 @@ void NodePanelGrid::bake_uvs()
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apply_grid_capability(pp::renderer::gl::blend_state(), false);
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apply_grid_capability(pp::renderer::gl::depth_test_state(), false);
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apply_grid_viewport(0, 0, fb.getWidth(), fb.getHeight());
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ShaderManager::use(kShader::BakeUV);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4(1));
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pp::panopainter::configure_legacy_grid_bake_uv_shader(glm::mat4(1));
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// bake normal
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ShaderManager::u_int(kShaderUniform::Mode, 0);
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