Cleanup: trailing space
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@@ -5684,7 +5684,7 @@ class VIEW3D_PT_gpencil_sculpt_specials(Panel):
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layout.separator()
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# Frames
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# Frames
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layout.label(text="Frames:")
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layout.operator_context = 'INVOKE_REGION_WIN'
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@@ -5717,7 +5717,7 @@ class VIEW3D_PT_gpencil_draw_specials(Panel):
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layout.separator()
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# Frames
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# Frames
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layout.label(text="Frames:")
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layout.operator_context = 'INVOKE_REGION_WIN'
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@@ -170,10 +170,10 @@ void main()
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if (shading_type[0] == OB_WIRE) {
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fragColor = wire_color;
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}
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/* for solid override color */
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if (shading_type[0] == OB_SOLID) {
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if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
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if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
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fragColor = wire_color;
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}
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if (viewport_xray == 1) {
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@@ -40,7 +40,7 @@ void main()
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float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) : (thickness / defaultpixsize);
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finalThickness = max(size * objscale, 4.0); /* minimum 4 pixels */
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}
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/* for wireframe override size and color */
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if (shading_type[0] == OB_WIRE) {
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finalThickness = 2.0;
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@@ -48,7 +48,7 @@ void main()
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}
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/* for solid override color */
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if (shading_type[0] == OB_SOLID) {
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if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
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if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
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finalColor = wire_color;
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}
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if (viewport_xray == 1) {
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@@ -31,7 +31,7 @@ void main()
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if (color_type == GPENCIL_COLOR_SOLID) {
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fragColor = tColor;
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}
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/* texture for endcaps */
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vec4 text_color;
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if (uvfac[1] == ENDCAP) {
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@@ -40,7 +40,7 @@ void main()
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else {
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text_color = texture2D(myTexture, mTexCoord);
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}
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/* texture */
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if (color_type == GPENCIL_COLOR_TEXTURE) {
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fragColor = text_color;
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@@ -48,7 +48,7 @@ void main(void)
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}
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/* for solid override color */
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if (shading_type[0] == OB_SOLID) {
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if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
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if ((shading_type[1] != V3D_SHADING_MATERIAL_COLOR) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR)) {
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finalColor = wire_color;
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}
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if (viewport_xray == 1) {
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@@ -30,15 +30,15 @@ float linearrgb_to_srgb(float c)
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bool check_borders(ivec2 uv, int size)
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{
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for (int x = -size; x <= size; x++) {
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for (int y = -size; y <= size; y++) {
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for (int x = -size; x <= size; x++) {
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for (int y = -size; y <= size; y++) {
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vec4 stroke_color = texelFetch(strokeColor, ivec2(uv.x + x, uv.y + y), 0).rgba;
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if (stroke_color.a > 0) {
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return true;
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}
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}
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}
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return false;
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}
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@@ -62,7 +62,7 @@ void main()
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FragColor = clamp(stroke_color, 0.0, 1.0);
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gl_FragDepth = clamp(stroke_depth, 0.0, 1.0);
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if (do_select == 1) {
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if (stroke_color.a == 0) {
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if (check_borders(uv, 2)) {
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@@ -531,7 +531,7 @@ static void gp_primitive_line(tGPDprimitive *tgpi, tGPspoint *points2D)
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interp_v2_v2v2(&p2d->x, tgpi->start, tgpi->end, a);
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a += step;
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}
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float color[4];
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UI_GetThemeColor4fv(TH_GIZMO_PRIMARY, color);
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gp_primitive_set_cp(tgpi, tgpi->end, color, BIG_SIZE_CTL);
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