fix shaders for the transform tool
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@@ -291,11 +291,12 @@ void ui::Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz
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//ui::ShaderManager::u_int(kShaderUniform::TexA, 0);
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
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//ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
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//ui::ShaderManager::u_int(kShaderUniform::TexStencil, 3);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_layers[layer_index].m_alpha_locked);
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ui::ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
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ui::ShaderManager::u_int(kShaderUniform::BlendMode, m_current_stroke->m_brush.m_blend_mode);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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@@ -762,6 +763,7 @@ void ui::Canvas::stroke_commit()
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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//ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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@@ -786,9 +788,10 @@ void ui::Canvas::stroke_commit()
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
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//ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Mask, m_smask_active);
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ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
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ui::ShaderManager::u_int(kShaderUniform::BlendMode, m_current_stroke->m_brush.m_blend_mode);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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@@ -962,7 +965,8 @@ void ui::Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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ui::ShaderManager::use(kShader::CompDraw);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0); // dest
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1); // source
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ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
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//ui::ShaderManager::u_vec2(ui::kShaderUniform::Resolution, m_size);
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ui::ShaderManager::u_int(ui::kShaderUniform::UseFragCoordUV2, false);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx].m_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, false);
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ui::ShaderManager::u_int(kShaderUniform::BlendMode, 0); // TODO: defaulted to normal, change to layer blend mode when implemented
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