separate shaders, RGBA16F doesn’t work with picking in iOS
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@@ -55,14 +55,13 @@ ui::Image ui::Image::resize(int w, int h)
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auto pixels = (glm::u8vec4*)data();
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float x_ratio = ((float)(width - 1)) / w;
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float y_ratio = ((float)(height - 1)) / h;
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float x_diff, y_diff, ya, yb;
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int offset = 0;
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for (int i = 0; i < h; i++) {
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for (int j = 0; j < w; j++) {
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int x = (int)(x_ratio * j);
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int y = (int)(y_ratio * i);
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x_diff = (x_ratio * j) - x;
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y_diff = (y_ratio * i) - y;
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float x_diff = (x_ratio * j) - x;
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float y_diff = (y_ratio * i) - y;
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int index = y * width + x;
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// range is 0 to 255 thus bitwise AND with 0xff
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