fix white trail in mixer, now it works fine
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@@ -354,7 +354,7 @@ void App::initShaders()
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" mediump vec2 uv_mix = uv_2 / q;\n"
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" if (uv_mix.x < 0.0 || uv_mix.x > 1.0 || uv_mix.y < 0.0 || uv_mix.y > 1.0) discard;\n"
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" mediump vec4 mbg = texture(tex_mix, uv_mix);\n"
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" fg.rgb = mix(fg.rgb, mbg.rgb, mix_alpha);\n"
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" fg.rgb = mix(fg.rgb, mbg.rgb, mix_alpha * mbg.a);\n"
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" }\n"
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" mediump float contribution = (1.0 - bg.a) * fg.a;\n"
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" mediump float alpha_tot = bg.a + contribution;"
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@@ -222,7 +222,7 @@ void ui::Canvas::stroke_cancel()
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void ui::Canvas::stroke_draw_mix()
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{
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m_mixer.bindFramebuffer();
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m_mixer.clear({ 1, 1, 1, 1 });
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m_mixer.clear({ 1, 1, 1, 0 });
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glViewport(0, 0, m_mixer.getWidth(), m_mixer.getHeight());
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glDisable(GL_DEPTH_TEST);
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@@ -270,7 +270,8 @@ void NodeCanvas::handle_resize(glm::vec2 old_size, glm::vec2 new_size)
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{
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if (new_size.x > m_canvas->m_width)
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{
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m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale, (int)new_size.y * m_canvas->m_mixer_scale);
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m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale,
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(int)new_size.y * m_canvas->m_mixer_scale);
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if (auto img = root()->find<NodeImageTexture>("tex-debug"))
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img->tex.assign(m_canvas->m_mixer.getTextureID());
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// m_canvas->resize((int)new_size.x, (int)new_size.y);
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