OpenGL: use new uniform color functions
Color picker code motivated these convenience functions. looks much better now.
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@ -2343,12 +2343,7 @@ static void ui_draw_but_HSVCIRCLE(uiBut *but, uiWidgetColors *wcol, const rcti *
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glEnable(GL_BLEND);
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glEnable(GL_LINE_SMOOTH);
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const float scale = 1.0f / 255.0f; /* TODO: treat as sRGB? */
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const float outline_r = scale * (unsigned char)wcol->outline[0];
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const float outline_g = scale * (unsigned char)wcol->outline[1];
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const float outline_b = scale * (unsigned char)wcol->outline[2];
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immUniform4f("color", outline_r, outline_g, outline_b, 1.0f);
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immUniformColor3ubv(wcol->outline);
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imm_draw_lined_circle(pos, centx, centy, radius, tot);
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glDisable(GL_BLEND);
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@ -746,9 +746,9 @@ static void drawcursor(Scene *scene, ARegion *ar, View3D *v3d)
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immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
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float crosshair_color[3];
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UI_GetThemeColor3fv(TH_VIEW_OVERLAY, crosshair_color);
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immUniform4f("color", crosshair_color[0], crosshair_color[1], crosshair_color[2], 1.0f);
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unsigned char crosshair_color[3];
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UI_GetThemeColor3ubv(TH_VIEW_OVERLAY, crosshair_color);
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immUniformColor3ubv(crosshair_color);
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immBegin(GL_LINES, 8);
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immVertex2f(pos, co[0] - f20, co[1]);
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