add file picking for osx and ios and implement equirectangular import
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@@ -125,7 +125,7 @@ void NodeCanvas::draw()
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ui::ShaderManager::u_int(kShaderUniform::TexStroke, 1);
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ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[m_canvas->m_current_layer_idx].m_alpha_locked);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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@@ -151,7 +151,7 @@ void NodeCanvas::draw()
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ui::ShaderManager::u_int(kShaderUniform::TexMask, 2);
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//ui::ShaderManager::u_int(kShaderUniform::TexStencil, 3);
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ui::ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_current_stroke->m_brush.m_tip_opacity);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[m_canvas->m_current_layer_idx].m_alpha_locked);
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ui::ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index].m_alpha_locked);
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ui::ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ui::ShaderManager::u_int(kShaderUniform::BlendMode, m_canvas->m_current_stroke->m_brush.m_blend_mode);
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ui::ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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