layer highlight when selected
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@@ -105,26 +105,7 @@ void NodeCanvas::draw()
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[m_canvas->m_current_layer_idx].m_alpha_locked);
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}
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else if(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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ui::ShaderManager::use(kShader::CompDraw);
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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_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[m_canvas->m_current_layer_idx].m_alpha_locked);
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}
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else
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{
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ui::ShaderManager::use(kShader::TextureAlpha);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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}
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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// if (!(m_canvas->m_state == ui::Canvas::kCanvasMode::Erase &&
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// m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index))
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{
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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@@ -134,6 +115,36 @@ void NodeCanvas::draw()
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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}
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else if(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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ui::ShaderManager::use(kShader::CompDraw);
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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_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[m_canvas->m_current_layer_idx].m_alpha_locked);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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m_canvas->m_tmp[plane_index].bindTexture();
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m_face_plane.draw_fill();
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m_canvas->m_tmp[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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}
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else
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{
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ui::ShaderManager::use(kShader::TextureAlpha);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Highlight, m_canvas->m_layers[layer_index].m_hightlight);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index].m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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m_canvas->m_layers[layer_index].m_rtt[plane_index].unbindTexture();
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}
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// if (m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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// {
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// ui::ShaderManager::use(kShader::TextureAlpha);
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