[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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