fix merge layers with layer opacity
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@@ -684,7 +684,7 @@ void ui::Canvas::layer_merge(int source_idx, int dest_idx) // m_layer index
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ui::ShaderManager::use(kShader::CompDraw);
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ui::ShaderManager::use(kShader::CompDraw);
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0); // dest
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ui::ShaderManager::u_int(kShaderUniform::Tex, 0); // dest
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1); // source
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1); // source
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ui::ShaderManager::u_float(kShaderUniform::Alpha, 1);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_layers[source_idx].m_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, false);
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ui::ShaderManager::u_int(kShaderUniform::Lock, false);
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ui::ShaderManager::u_int(kShaderUniform::BlendMode, 0); // TODO: defaulted to normal, change to layer blend mode when implemented
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ui::ShaderManager::u_int(kShaderUniform::BlendMode, 0); // TODO: defaulted to normal, change to layer blend mode when implemented
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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