add remote logging system using curl, normalize log messages removing \n, fix fra shaders precision issue, enable core and forward comp. in WGL, disable multisampling,
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@@ -106,19 +106,19 @@ bool ui::BrushMesh::create()
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"}";
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static const char* shader_stroke_inst_f =
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SHADER_VERSION
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"uniform sampler2D tex;"
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"uniform vec4 col;"
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"in float alpha;"
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"in vec3 uv;"
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"out vec4 frag;"
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"uniform mediump sampler2D tex;"
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"uniform mediump vec4 col;"
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"in mediump float alpha;"
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"in mediump vec3 uv;"
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"out mediump vec4 frag;"
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"void main(){"
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" float a = (1.0 - texture(tex, uv.xy).r) * alpha;"
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" mediump float a = (1.0 - texture(tex, uv.xy).r) * alpha;"
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" frag = vec4(col.rgb, a);"
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"}";
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if (!shader.create(shader_stroke_inst_v, shader_stroke_inst_f))
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LOG("Failed to create shader Texture");
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LOG("Failed to create shader BrushMesh Stroke");
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loc_flow = shader.GetAttribLocation("a_flow");
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loc_mvp = shader.GetAttribLocation("a_mvp");
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