ios fixes
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@@ -544,7 +544,7 @@ void importFile(NSURL *url) {
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UIWindowScene *windowScene = (UIWindowScene *)scene;
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self.window = [[UIWindow alloc] initWithWindowScene:windowScene];
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self.window.frame = [UIScreen mainScreen].bounds;
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self.window.frame = windowScene.coordinateSpace.bounds;
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[self.window setBackgroundColor:[UIColor blackColor]];
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my_view_controller = [[MyViewController alloc] init];
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@@ -19,17 +19,14 @@ function console_draw_toast(s: string) {
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draw_end();
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}
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function _console_toast_render(s: string) {
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console_draw_toast(s);
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gpu_present();
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sys_remove_render_2d(_console_toast_render);
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}
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function console_toast(s: string) {
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// Show a popup message
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sys_notify_on_render_2d(_console_toast_render, s);
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let current: gpu_texture_t = _draw_current;
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if (current != null) draw_end();
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console_trace(s);
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console_draw_toast(s);
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gpu_present();
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if (current != null) draw_begin(current);
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}
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function console_draw_progress() {
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@@ -50,13 +47,11 @@ function console_progress(s: string) {
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console_progress_text = s;
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// Pass one frame to immediately show the message
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///if (!arm_vulkan) // TODO
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ui_end_input();
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draw_end();
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sys_render();
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draw_begin();
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gpu_present();
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///end
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}
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function console_info(s: string) {
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@@ -397,13 +397,13 @@ fun envmap_sample(lod: float, coord: float2): float3 { \
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";
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let str_get_pos_nor_from_depth: string = "\
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fun get_pos_from_depth(uv: float2, invVP: flaot4x4): float3 { \
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fun get_pos_from_depth(uv: float2, invVP: float4x4): float3 { \
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var depth: float = sample_lod(gbufferD, sampler_linear, float2(uv.x, 1.0 - uv.y), 0.0).r; \
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var wpos: float4 = float4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0); \
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wpos = invVP * wpos; \
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return wpos.xyz / wpos.w; \
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} \
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fun get_nor_from_depth(p0: float3, uv: float2, invVP: flaot4x4, tex_step: float2): float3 { \
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fun get_nor_from_depth(p0: float3, uv: float2, invVP: float4x4, tex_step: float2): float3 { \
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var p1: float3 = get_pos_from_depth(uv + float2(tex_step.x * 4.0, 0.0), invVP); \
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var p2: float3 = get_pos_from_depth(uv + float2(0.0, tex_step.y * 4.0), invVP); \
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return normalize(cross(p2 - p0, p1 - p0)); \
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@@ -872,8 +872,10 @@ function ui_base_update_ui() {
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// Same mapping for paint and rotate (predefined in touch keymap)
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if (context_in_viewport()) {
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if (mouse_started() && map_get(config_keymap, "action_paint") == map_get(config_keymap, "action_rotate")) {
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ui_base_action_paint_remap = map_get(config_keymap, "action_paint");
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let paint_key: string = map_get(config_keymap, "action_paint");
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let rotate_key: string = map_get(config_keymap, "action_rotate");
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if (mouse_started() && paint_key == rotate_key) {
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ui_base_action_paint_remap = paint_key;
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util_render_pick_pos_nor_tex();
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let is_mesh: bool = math_abs(context_raw.posx_picked) < 50 && math_abs(context_raw.posy_picked) < 50 && math_abs(context_raw.posz_picked) < 50;
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///if arm_android
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