fix stroke preview mixer render with framebuffer-fetch ext
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@@ -144,7 +144,7 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
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glm::vec4 NodeStrokePreview::stroke_draw_samples(std::array<vertex_t, 4>& P, Texture2D& blend_tex)
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{
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if (!ShaderManager::ext_framebuffer_fetch)
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//if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE1);
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blend_tex.bind(); // bg, copy of framebuffer (copied before drawing)
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@@ -164,8 +164,9 @@ glm::vec4 NodeStrokePreview::stroke_draw_samples(std::array<vertex_t, 4>& P, Tex
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glm::vec2 pad(1);
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glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad, { 0, 0 }, size);
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glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz) + pad * 2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(size) - tex_pos));
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if (!ShaderManager::ext_framebuffer_fetch)
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//if (!ShaderManager::ext_framebuffer_fetch)
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{
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// this is also used by the mixer
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, tex_pos.x, tex_pos.y,
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tex_pos.x, tex_pos.y, tex_sz.x, tex_sz.y);
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}
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@@ -183,7 +184,7 @@ glm::vec4 NodeStrokePreview::stroke_draw_samples(std::array<vertex_t, 4>& P, Tex
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}
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m_brush_shape.draw_fill();
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if (!ShaderManager::ext_framebuffer_fetch)
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//if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE1);
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blend_tex.unbind();
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@@ -431,7 +432,7 @@ void NodeStrokePreview::draw_stroke_immediate()
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}
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ShaderManager::use(kShader::Stroke);
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if (b->m_blend_mode != 0)
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if (b->m_blend_mode != 0 || b->m_tip_mix > 0.f)
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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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