implement layers merge down
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@@ -104,6 +104,7 @@ void NodeCanvas::draw()
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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 if(m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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@@ -111,6 +112,7 @@ void NodeCanvas::draw()
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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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@@ -119,7 +121,6 @@ void NodeCanvas::draw()
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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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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[m_canvas->m_current_layer_idx].m_alpha_locked);
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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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