[Bf-blender-cvs] [cddde85f2c] blender2.8: Fix shader compilation.
Clément Foucault
noreply at git.blender.org
Sat Mar 18 02:07:43 CET 2017
Commit: cddde85f2c5f25f3672a9c985b5174b19670e7af
Author: Clément Foucault
Date: Sat Mar 18 01:27:50 2017 +0100
Branches: blender2.8
https://developer.blender.org/rBcddde85f2c5f25f3672a9c985b5174b19670e7af
Fix shader compilation.
===================================================================
M source/blender/draw/CMakeLists.txt
M source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl
===================================================================
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index d9048bae8f..74e772958f 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -111,7 +111,6 @@ data_to_c_simple(modes/shaders/edit_overlay_loosevert_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_facedot_frag.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_facedot_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_mix_frag.glsl SRC)
-data_to_c_simple(modes/shaders/edit_overlay_mix_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_facefill_vert.glsl SRC)
data_to_c_simple(modes/shaders/edit_overlay_facefill_frag.glsl SRC)
data_to_c_simple(modes/shaders/edit_normals_vert.glsl SRC)
diff --git a/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl b/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl
index 02943f2403..f567a3a5cb 100644
--- a/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_overlay_mix_frag.glsl
@@ -1,6 +1,4 @@
-in vec4 uvcoordsvar;
-
out vec4 FragColor;
uniform sampler2D wireColor;
@@ -10,9 +8,10 @@ uniform float alpha;
void main()
{
- float wire_depth = texelFetch(wireDepth, uvcoordsvar, 0).r;
- float scene_depth = texelFetch(sceneDepth, uvcoordsvar, 0).r;
- vec4 wire_color = texelFetch(wireColor, uvcoordsvar, 0).rgba;
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ float wire_depth = texelFetch(wireDepth, uv, 0).r;
+ float scene_depth = texelFetch(sceneDepth, uv, 0).r;
+ vec4 wire_color = texelFetch(wireColor, uv, 0).rgba;
FragColor = wire_color;
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