add color dodge and multiply blending modes shaders, change tmp framebuffer to RGBA32F for better precision and fix the blending problem for the stroke not reaching full opacity
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@@ -15,7 +15,7 @@ public:
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~RTT();
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void destroy();
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bool create(int width, int height, int tex = -1);
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bool create(int width, int height, int tex = -1, GLint internal_format = GL_RGBA8);
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bool recreate() { return create(w, h); }
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void clear(glm::vec4 color = glm::vec4(0));
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void readTextureData(uint8_t* buffer);
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