fix merge layers undo
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@@ -1334,7 +1334,6 @@ void Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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ShaderManager::u_int(kShaderUniform::Tex, 0); // dest
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ShaderManager::u_int(kShaderUniform::TexStroke, 1); // source
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ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
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ShaderManager::u_float(kShaderUniform::PatternAlpha, 0);
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ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx]->m_opacity);
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ShaderManager::u_int(kShaderUniform::Lock, false);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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@@ -410,7 +410,7 @@ void NodePanelLayer::merge(int src_index, int dst_index, bool create_history)
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}
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a->m_snap = std::make_shared<LayerFrame::Snapshot>();
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*a->m_snap = Canvas::I->m_layers[dst_index]->snapshot(-1,
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&Canvas::I->m_layers[src_index]->frame().m_dirty_box, &Canvas::I->m_layers[src_index]->frame().m_dirty_face);
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&Canvas::I->m_layers[dst_index]->frame().m_dirty_box, &Canvas::I->m_layers[dst_index]->frame().m_dirty_face);
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a->m_layer = Canvas::I->m_layers[src_index];
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a->m_layer_node = std::static_pointer_cast<NodeLayer>(m_layers_container->m_children[src_index]);
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a->m_layer_node->m_selected = false;
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