Route UI leaf render state through GL dispatch
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@@ -1,8 +1,8 @@
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#include "pch.h"
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#include "app.h"
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#include "log.h"
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#include "legacy_ui_gl_dispatch.h"
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#include "node_text_input.h"
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#include "renderer_gl/opengl_capabilities.h"
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#include "node_border.h"
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Node* NodeTextInput::clone_instantiate() const
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@@ -220,13 +220,13 @@ void NodeTextInput::draw()
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, m_proj * pos);
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ShaderManager::u_vec4(kShaderUniform::Col, m_color);
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glEnable(pp::renderer::gl::blend_state());
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pp::legacy::ui_gl::set_blend_enabled(true, "NodeTextInput");
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m_text_mesh.draw();
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glDisable(pp::renderer::gl::blend_state());
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pp::legacy::ui_gl::set_blend_enabled(false, "NodeTextInput");
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if (m_cursor_visible)
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{
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glDisable(pp::renderer::gl::blend_state());
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pp::legacy::ui_gl::set_blend_enabled(false, "NodeTextInput");
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glm::mat4 cur_pos = glm::translate(glm::vec3(m_pos + m_off + xy(m_text_mesh.cur_box), 0));
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glm::mat4 cur_scale = glm::scale(glm::vec3(zw(m_text_mesh.cur_box), 1));
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glm::mat4 cur_pivot = glm::translate(glm::vec3(0.5, 0.5, 0));
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