Apply mask fixes
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@@ -1,23 +1,8 @@
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#version 330
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#version 330
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform int channel;
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in vec2 texCoord;
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in vec2 texCoord;
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in vec4 color;
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in vec4 color;
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out vec4 FragColor;
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out vec4 FragColor;
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void main() {
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void main() {
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if (channel == 1) {
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FragColor = textureLod(tex, texCoord, 0).rgba * color;
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FragColor = textureLod(tex, texCoord, 0).rrra * color;
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}
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else if (channel == 2) {
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FragColor = textureLod(tex, texCoord, 0).ggga * color;
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}
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else if (channel == 3) {
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FragColor = textureLod(tex, texCoord, 0).bbba * color;
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}
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else if (channel == 4) {
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FragColor = textureLod(tex, texCoord, 0).aaaa * color;
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}
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else {
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FragColor = textureLod(tex, texCoord, 0).rgba * color;
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}
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}
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}
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@@ -17,6 +17,9 @@ void main() {
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else if (channel == 4) {
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else if (channel == 4) {
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FragColor = textureLod(tex, texCoord, 0).aaaa * color;
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FragColor = textureLod(tex, texCoord, 0).aaaa * color;
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}
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}
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else if (channel == 5) {
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FragColor = textureLod(tex, texCoord, 0).rgba * color;
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}
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else {
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else {
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vec4 tex_sample = textureLod(tex, texCoord, 0).rgba;
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vec4 tex_sample = textureLod(tex, texCoord, 0).rgba;
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tex_sample.rgb *= tex_sample.a;
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tex_sample.rgb *= tex_sample.a;
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@@ -1,20 +1,5 @@
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Texture2D<float4> tex;
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Texture2D<float4> tex;
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SamplerState _tex_sampler;
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SamplerState _tex_sampler;
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uniform int channel;
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float4 main(float4 color : TEXCOORD0, float2 texCoord : TEXCOORD1) : SV_Target0 {
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float4 main(float4 color : TEXCOORD0, float2 texCoord : TEXCOORD1) : SV_Target0 {
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if (channel == 1) {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).rgba * color;
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return tex.SampleLevel(_tex_sampler, texCoord, 0).rrra * color;
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}
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else if (channel == 2) {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).ggga * color;
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}
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else if (channel == 3) {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).bbba * color;
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}
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else if (channel == 4) {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).aaaa * color;
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}
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else {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).rgba * color;
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}
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}
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}
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@@ -14,6 +14,9 @@ float4 main(float4 color : TEXCOORD0, float2 texCoord : TEXCOORD1) : SV_Target0
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else if (channel == 4) {
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else if (channel == 4) {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).aaaa * color;
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return tex.SampleLevel(_tex_sampler, texCoord, 0).aaaa * color;
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}
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}
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else if (channel == 5) {
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return tex.SampleLevel(_tex_sampler, texCoord, 0).rgba * color;
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}
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else {
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else {
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float4 sample = tex.SampleLevel(_tex_sampler, texCoord, 0).rgba;
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float4 sample = tex.SampleLevel(_tex_sampler, texCoord, 0).rgba;
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sample.rgb *= sample.a;
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sample.rgb *= sample.a;
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@@ -112,11 +112,12 @@ class UIView2D {
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layer.texpaint_pack;
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layer.texpaint_pack;
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channel =
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channel =
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Context.layerIsMask ? 1 :
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Context.layerIsMask ? 1 :
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texType == TexOcclusion ? 1 :
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texType == TexOcclusion ? 1 :
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texType == TexRoughness ? 2 :
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texType == TexRoughness ? 2 :
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texType == TexMetallic ? 3 :
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texType == TexMetallic ? 3 :
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texType == TexOpacity ? 4 :
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texType == TexOpacity ? 4 :
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texType == TexNormal ? 5 :
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0;
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0;
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}
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}
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else { // View2DAsset
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else { // View2DAsset
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