improve brush preview
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@@ -33,6 +33,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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glm::translate(glm::vec3(0, 0, -1));
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ShaderManager::use(kShader::Checkerboard);
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ShaderManager::u_int(kShaderUniform::Colorize, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp);
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m_face_plane.draw_fill();
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}
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@@ -102,6 +103,10 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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ShaderManager::u_int(kShaderUniform::UseDual, false);
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ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, glm::vec2(b->m_pattern_scale));
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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