fix color picker
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@@ -907,7 +907,7 @@ void ui::Canvas::export_equirectangular_thread(std::string file_path)
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m_tmp[i].clear({ 1, 1, 1, 1 });
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glActiveTexture(GL_TEXTURE0); // TODO: maybe remove this line
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m_sampler.bind(0);
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m_sampler_mask.bind(0);
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for (auto layer_index : m_order)
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{
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[layer_index].m_opacity);
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@@ -915,7 +915,7 @@ void ui::Canvas::export_equirectangular_thread(std::string file_path)
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m_plane.draw_fill();
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m_layers[layer_index].m_rtt[i].unbindTexture();
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}
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m_sampler.unbind();
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m_sampler_mask.unbind();
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// copy result to cubemap
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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@@ -955,9 +955,9 @@ void ui::Canvas::export_equirectangular_thread(std::string file_path)
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube_id);
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m_sampler.bind(0);
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m_sampler_mask.bind(0);
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m_plane.draw_fill();
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m_sampler.unbind();
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m_sampler_mask.unbind();
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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m_latlong.unbindFramebuffer();
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{
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