restore use fragcoord to fix import/transform
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@@ -83,7 +83,7 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ShaderManager::u_int(kShaderUniform::Lock, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
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@@ -404,7 +404,7 @@ void NodeStrokePreview::draw_stroke()
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ShaderManager::u_int(kShaderUniform::TexPattern, 4);
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ShaderManager::u_vec2(kShaderUniform::Resolution, size);
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ShaderManager::u_float(kShaderUniform::Alpha, 1);
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//ShaderManager::u_int(kShaderUniform::DrawOnScreen, false);
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ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
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ShaderManager::u_int(kShaderUniform::Mask, false);
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ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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