separate shaders, RGBA16F doesn’t work with picking in iOS
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@@ -201,7 +201,7 @@ void NodeCanvas::draw()
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{
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m_sampler.bind(0);
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m_sampler_linear.bind(1);
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ui::ShaderManager::use(kShader::TextureAlpha);
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ui::ShaderManager::use(kShader::TextureAlphaSep);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0);
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ui::ShaderManager::u_int(kShaderUniform::TexA, 1);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index].m_opacity);
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