cleanup use of immUniformColor
- use best function for the job - don't specify alpha if 100% - 'f' for floating point literals
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@@ -258,7 +258,7 @@ static void drawseqwave(View2D *v2d, const bContext *C, SpaceSeq *sseq, Scene *s
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return;
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}
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immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5);
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immUniformColor4f(1.0f, 1.0f, 1.0f, 0.5f);
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glEnable(GL_BLEND);
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@@ -641,7 +641,7 @@ static void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq, u
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immUniformColor4ubv(col);
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immRectf(pos, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1);
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immUniformColor4ub(col[0], col[1], col[2], col[3] + 50);
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immUniformColor3ubvAlpha(col, col[3] + 50);
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imm_draw_line_box(pos, (float)(seq->start), y1 - SEQ_STRIP_OFSBOTTOM, x1, y1); /* outline */
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}
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@@ -649,7 +649,7 @@ static void draw_sequence_extensions(Scene *scene, ARegion *ar, Sequence *seq, u
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immUniformColor4ubv(col);
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immRectf(pos, x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM);
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immUniformColor4ub(col[0], col[1], col[2], col[3] + 50);
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immUniformColor3ubvAlpha(col, col[3] + 50);
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imm_draw_line_box(pos, x2, y2, (float)(seq->start + seq->len), y2 + SEQ_STRIP_OFSBOTTOM); /* outline */
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}
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@@ -1310,7 +1310,7 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
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unsigned int texCoord = VertexFormat_add_attrib(imm_format, "texCoord", COMP_F32, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
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immUniformColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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immUniformColor3f(1.0f, 1.0f, 1.0f);
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immUniform1i("image", GL_TEXTURE0);
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immBegin(PRIM_TRIANGLE_FAN, 4);
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@@ -1720,7 +1720,7 @@ void draw_timeline_seq(const bContext *C, ARegion *ar)
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unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 2, KEEP_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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immUniformColor3f(0.2, 0.2, 0.2);
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immUniformColor3f(0.2f, 0.2f, 0.2f);
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immBegin(PRIM_LINES, 2);
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immVertex2f(pos, cfra_over, v2d->cur.ymin);
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