fix color bleeding
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@@ -301,23 +301,15 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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{
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sampler.bind(0);
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sampler_linear.bind(1);
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ShaderManager::use(kShader::TextureAlphaSep);
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ShaderManager::use(kShader::TextureAlpha);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexA, 1);
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ShaderManager::u_float(kShaderUniform::Alpha, canvas->m_canvas->m_layers[layer_index]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Highlight, canvas->m_canvas->m_layers[layer_index]->m_hightlight);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].bindTexture();
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE1);
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE0);
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canvas->m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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}
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