fix pressure spacing, blend mode preview
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@@ -415,7 +415,10 @@ void NodeStrokePreview::draw_stroke_immediate()
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}
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 } /*f.col*/);
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if (b->m_blend_mode != 0)
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ShaderManager::u_vec4(kShaderUniform::Col, { .7, .4, .1, 1 } /*f.col*/);
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else
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 } /*f.col*/);
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ShaderManager::u_float(kShaderUniform::Alpha, glm::max(f.flow, m_min_flow));
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ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
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/*auto rect =*/ stroke_draw_samples(f.shapes, m_tex);
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@@ -505,6 +508,10 @@ void NodeStrokePreview::draw_stroke()
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s_renderer = std::thread([] {
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BT_SetTerminate();
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#if __OSX__
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// There's some weird multithread bug at startup
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// This random wait is a temp fix
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// Today is 25/05/2019
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// Good luck, future Omar
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std::this_thread::sleep_for(std::chrono::seconds(1));
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#endif
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App::I.async_start();
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