added render target and bezier classes, added stroke settings panel
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@@ -120,6 +120,10 @@ void Shader::u_int(kShaderUniform id, int i)
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{
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glUniform1i(m_umap[id], i);
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}
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void Shader::u_float(kShaderUniform id, float f)
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{
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glUniform1f(m_umap[id], f);
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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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@@ -157,3 +161,7 @@ void ShaderManager::u_int(kShaderUniform id, int i)
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{
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m_current->u_int(id, i);
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}
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void ui::ShaderManager::u_float(kShaderUniform id, float f)
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{
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m_current->u_float(id, f);
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}
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