Route UI and VR shader setup through helpers
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@@ -113,7 +113,6 @@ void NodeScroll::draw()
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if (rect.w > 0 && rect.z > 0)
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{
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pp::legacy::ui_gl::set_blend_enabled(false, "NodeScroll");
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ShaderManager::use(kShader::Color);
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if (m_direction == kScrollDirection::Vertical)
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{
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@@ -121,11 +120,12 @@ void NodeScroll::draw()
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float h = glm::max(30.f, sz / rect.w * sz);
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float offset_percent = m_offset.y / (rect.w - sz);
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float pr = YGNodeLayoutGetPadding(y_node, YGEdgeRight) - 5;
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ShaderManager::u_mat4(kShaderUniform::MVP, m_proj
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pp::panopainter::configure_legacy_ui_color_shader(
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m_proj
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* glm::translate(glm::vec3(m_pos.x + m_size.x - pr, m_pos.y - offset_percent * (sz - h) + pad[0], 0))
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* glm::scale(glm::vec3(pr, h, 1))
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* glm::translate(glm::vec3(.5, .5, 0))
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);
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* glm::translate(glm::vec3(.5, .5, 0)),
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m_scrollbar_color);
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}
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else
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{
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@@ -133,13 +133,13 @@ void NodeScroll::draw()
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float h = glm::max(30.f, sz / rect.z * sz);
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float offset_percent = m_offset.x / (rect.z - sz);
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float pr = YGNodeLayoutGetPadding(y_node, YGEdgeBottom) - 5;
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ShaderManager::u_mat4(kShaderUniform::MVP, m_proj
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pp::panopainter::configure_legacy_ui_color_shader(
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m_proj
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* glm::translate(glm::vec3(m_pos.x - offset_percent * (sz - h) + pad[3], m_pos.y + m_size.y - pr, 0))
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* glm::scale(glm::vec3(h, pr, 1))
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* glm::translate(glm::vec3(.5, .5, 0))
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);
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* glm::translate(glm::vec3(.5, .5, 0)),
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m_scrollbar_color);
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}
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ShaderManager::u_vec4(kShaderUniform::Col, m_scrollbar_color);
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m_plane.draw_fill();
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}
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}
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