remove ui namespace which is not really used, move CameraData in camera_modes.h to avoid the inclusion of canva.h
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@@ -27,16 +27,15 @@ void NodeSliderH::draw()
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{
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NodeBorder::draw();
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using namespace ui;
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auto sz = GetSize();
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glm::vec2 cur_size = sz * (1.f - m_mask) + m_mask * glm::vec2(10);
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glm::mat4 scale = glm::scale(glm::vec3(cur_size, 1.f));
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glm::mat4 pos = glm::translate(glm::vec3(m_value * m_mask * sz + m_pos + sz * .5f * (1.f - m_mask), 0));
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auto mvp = m_proj * pos * scale;
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ui::ShaderManager::use(kShader::Color);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ui::ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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ShaderManager::use(kShader::Color);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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m_plane.draw_fill();
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}
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@@ -149,11 +148,10 @@ glm::vec4 NodeSliderHue::get_hue()
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void NodeSliderHue::draw()
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{
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using namespace ui;
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ui::ShaderManager::use(kShader::ColorHue);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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//ui::ShaderManager::u_vec4(kShaderUniform::Col, m_color);
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ui::ShaderManager::u_int(kShaderUniform::Direction, 1); // set vertical
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ShaderManager::use(kShader::ColorHue);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
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//ShaderManager::u_vec4(kShaderUniform::Col, m_color);
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ShaderManager::u_int(kShaderUniform::Direction, 1); // set vertical
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m_plane.draw_fill();
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NodeBorder::m_color = glm::vec4(0);
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NodeSliderH::draw();
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