implement the complete stroke shader with custom blending mode
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@@ -131,6 +131,7 @@ GLint ui::Shader::GetAttribLocation(const char* name)
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}
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bool ShaderManager::create(kShader id, const char* vertex, const char* fragment)
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{
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m_shaders[id].name = id;
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return m_shaders[id].create(vertex, fragment);
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}
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