[Bf-blender-cvs] [225e52eaf89] blender2.8: Edit Mesh Mode : Fix GLSL compilation errors

Clément Foucault noreply at git.blender.org
Fri Sep 22 03:26:47 CEST 2017


Commit: 225e52eaf89039dccf66a4f503fdb7007b1a0394
Author: Clément Foucault
Date:   Fri Sep 22 03:44:06 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB225e52eaf89039dccf66a4f503fdb7007b1a0394

Edit Mesh Mode : Fix GLSL compilation errors

===================================================================

M	source/blender/draw/modes/edit_mesh_mode.c
M	source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl

===================================================================

diff --git a/source/blender/draw/modes/edit_mesh_mode.c b/source/blender/draw/modes/edit_mesh_mode.c
index 82fc89be098..7cff23a2d23 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -163,8 +163,8 @@ static void EDIT_MESH_engine_init(void *vedata)
 		        datatoc_edit_mesh_overlay_geom_tri_glsl,
 		        datatoc_edit_mesh_overlay_frag_glsl,
 		        datatoc_common_globals_lib_glsl,
-		        "#define ANTI_ALIASING"
-		        "#define VERTEX_FACING");
+		        "#define ANTI_ALIASING\n"
+		        "#define VERTEX_FACING\n");
 	}
 	if (!e_data.overlay_tri_vcol_sh) {
 		e_data.overlay_tri_vcol_sh = DRW_shader_create_with_lib(
@@ -175,7 +175,7 @@ static void EDIT_MESH_engine_init(void *vedata)
 		        "#define EDGE_FIX\n"
 		        "#define VERTEX_SELECTION\n"
 		        "#define ANTI_ALIASING\n"
-		        "#define VERTEX_FACING");
+		        "#define VERTEX_FACING\n");
 	}
 	if (!e_data.overlay_tri_vcol_fast_sh) {
 		e_data.overlay_tri_vcol_fast_sh = DRW_shader_create_with_lib(
@@ -185,7 +185,7 @@ static void EDIT_MESH_engine_init(void *vedata)
 		        datatoc_common_globals_lib_glsl,
 		        "#define VERTEX_SELECTION\n"
 		        "#define ANTI_ALIASING\n"
-		        "#define VERTEX_FACING");
+		        "#define VERTEX_FACING\n");
 	}
 	if (!e_data.overlay_edge_sh) {
 		e_data.overlay_edge_sh = DRW_shader_create_with_lib(
@@ -193,8 +193,8 @@ static void EDIT_MESH_engine_init(void *vedata)
 		        datatoc_edit_mesh_overlay_geom_edge_glsl,
 		        datatoc_edit_mesh_overlay_frag_glsl,
 		        datatoc_common_globals_lib_glsl,
-		        "#define ANTI_ALIASING"
-		        "#define VERTEX_FACING");
+		        "#define ANTI_ALIASING\n"
+		        "#define VERTEX_FACING\n");
 	}
 	if (!e_data.overlay_edge_vcol_sh) {
 		e_data.overlay_edge_vcol_sh = DRW_shader_create_with_lib(
@@ -203,22 +203,21 @@ static void EDIT_MESH_engine_init(void *vedata)
 		        datatoc_edit_mesh_overlay_frag_glsl,
 		        datatoc_common_globals_lib_glsl,
 		        "#define VERTEX_SELECTION\n"
-		        "#define VERTEX_FACING");
+		        "#define VERTEX_FACING\n");
 	}
 	if (!e_data.overlay_vert_sh) {
 		e_data.overlay_vert_sh = DRW_shader_create_with_lib(
 		        datatoc_edit_mesh_overlay_loosevert_vert_glsl, NULL,
 		        datatoc_edit_mesh_overlay_frag_glsl,
 		        datatoc_common_globals_lib_glsl,
-		        "#define VERTEX_SELECTION\n"
-		        "#define VERTEX_FACING");
+		        "#define VERTEX_SELECTION\n");
 	}
 	if (!e_data.overlay_facedot_sh) {
 		e_data.overlay_facedot_sh = DRW_shader_create_with_lib(
 		        datatoc_edit_mesh_overlay_facedot_vert_glsl, NULL,
 		        datatoc_edit_mesh_overlay_facedot_frag_glsl,
 		        datatoc_common_globals_lib_glsl,
-		        "#define VERTEX_FACING");
+		        "#define VERTEX_FACING\n");
 	}
 	if (!e_data.overlay_mix_sh) {
 		e_data.overlay_mix_sh = DRW_shader_create_fullscreen(datatoc_edit_mesh_overlay_mix_frag_glsl, NULL);
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
index 9df20ff7544..ed7421c1b1d 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -164,7 +164,7 @@ void main()
 			large_edge_color = (edgesBweight[v] > 0.0) ? vec4(colorEdgeBWeight.rgb, edgesBweight[v]) : large_edge_color;
 			large_edge_color = ((flag[v] & EDGE_SEAM) != 0) ? colorEdgeSeam : large_edge_color;
 
-			if (large_edge_color != 0.0) {
+			if (large_edge_color.a != 0.0) {
 				colorDistEdge(large_edge_color, largeEdge);
 			}



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