add wet parameter, fix selection mask modes
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@@ -202,6 +202,7 @@ void NodeCanvas::draw()
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}
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}
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/*
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if (m_canvas->m_smask_active && !m_canvas->m_show_tmp)
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{
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glDisable(GL_DEPTH_TEST);
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@@ -209,7 +210,6 @@ void NodeCanvas::draw()
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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auto plane_mvp = proj * camera *
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// glm::scale(glm::vec3(m_canvas->m_order.size() + 500)) *
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m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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@@ -224,10 +224,17 @@ void NodeCanvas::draw()
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m_canvas->m_smask.m_rtt[plane_index].unbindTexture();
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}
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}
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*/
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for (auto& mode : *m_canvas->m_mode)
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mode->on_Draw(ortho_proj, proj, camera);
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glDisable(GL_DEPTH_TEST);
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if (m_canvas->m_smask_active)
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{
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m_canvas->modes[(int)Canvas::kCanvasMode::MaskFree][0]->on_Draw(ortho_proj, proj, camera);
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m_canvas->modes[(int)Canvas::kCanvasMode::MaskLine][0]->on_Draw(ortho_proj, proj, camera);
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}
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// keep drawing the grids
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if (m_canvas->m_state != ui::Canvas::kCanvasMode::Grid)
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for (auto& mode : ui::Canvas::modes[(int)ui::Canvas::kCanvasMode::Grid])
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