update color at picking and cleanup code from some warnings
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@@ -364,7 +364,7 @@ void NodeStrokePreview::draw_stroke_immediate()
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
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ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
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auto rect = stroke_draw_samples(f.shapes, m_tex_dual);
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/*auto rect =*/ stroke_draw_samples(f.shapes, m_tex_dual);
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}
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// copy raw stroke to tex
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@@ -404,7 +404,7 @@ void NodeStrokePreview::draw_stroke_immediate()
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 } /*f.col*/);
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ShaderManager::u_float(kShaderUniform::Alpha, glm::max(f.flow, m_min_flow));
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ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
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auto rect = stroke_draw_samples(f.shapes, m_tex);
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/*auto rect =*/ stroke_draw_samples(f.shapes, m_tex);
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}
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glActiveTexture(GL_TEXTURE3);
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m_rtt_mixer.unbindTexture();
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@@ -529,7 +529,7 @@ void NodeStrokePreview::draw()
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void NodeStrokePreview::handle_resize(glm::vec2 old_size, glm::vec2 new_size)
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{
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if (m_rtt.getWidth() == new_size.x && m_rtt.getHeight() == new_size.y || !m_brush)
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if ((m_rtt.getWidth() == new_size.x && m_rtt.getHeight() == new_size.y) || !m_brush)
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return;
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new_size *= root()->m_zoom;
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