[Bf-blender-cvs] [7cae58adf5c] master: Fix T80800: Active UVMap Drawing

Jeroen Bakker noreply at git.blender.org
Wed Sep 16 11:21:21 CEST 2020


Commit: 7cae58adf5cfeee168d25d3432cf9ca82eeb0290
Author: Jeroen Bakker
Date:   Wed Sep 16 11:19:47 2020 +0200
Branches: master
https://developer.blender.org/rB7cae58adf5cfeee168d25d3432cf9ca82eeb0290

Fix T80800: Active UVMap Drawing

Regression introduced by D8234. In stead of using the active uv map, the
render uv map was drawn. This change will use the active uv map.

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

M	source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
M	source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl
M	source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl
M	source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl

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

diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
index 4661cf248e6..7627a287a05 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl
@@ -2,7 +2,7 @@
 #pragma BLENDER_REQUIRE(common_view_lib.glsl)
 
 in vec3 pos;
-in vec2 u;
+in vec2 au;
 in int flag;
 
 out float selectionFac;
@@ -11,7 +11,7 @@ flat out vec2 stippleStart;
 
 void main()
 {
-  vec3 world_pos = point_object_to_world(vec3(u, 0.0));
+  vec3 world_pos = point_object_to_world(vec3(au, 0.0));
   gl_Position = point_world_to_ndc(world_pos);
   /* Snap vertices to the pixel grid to reduce artifacts. */
   vec2 half_viewport_res = sizeViewport.xy * 0.5;
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl
index 61152c83a29..4cdfe867840 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl
@@ -3,14 +3,14 @@
 
 uniform float pointSize;
 
-in vec2 u;
+in vec2 au;
 in int flag;
 
 flat out vec4 finalColor;
 
 void main()
 {
-  vec3 world_pos = point_object_to_world(vec3(u, 0.0));
+  vec3 world_pos = point_object_to_world(vec3(au, 0.0));
   gl_Position = point_world_to_ndc(world_pos);
 
   finalColor = ((flag & FACE_UV_SELECT) != 0) ? colorVertexSelect : vec4(colorWire.rgb, 1.0);
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl
index cf1018ae5f9..89d54054ea6 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl
@@ -3,14 +3,14 @@
 
 uniform float uvOpacity;
 
-in vec2 u;
+in vec2 au;
 in int flag;
 
 flat out vec4 finalColor;
 
 void main()
 {
-  vec3 world_pos = point_object_to_world(vec3(u, 0.0));
+  vec3 world_pos = point_object_to_world(vec3(au, 0.0));
   gl_Position = point_world_to_ndc(world_pos);
 
   bool is_selected = (flag & FACE_UV_SELECT) != 0;
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
index 327a35ce6b2..eb8f380072f 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
@@ -4,7 +4,7 @@
 uniform float pointSize;
 uniform float outlineWidth;
 
-in vec2 u;
+in vec2 au;
 in int flag;
 
 out vec4 fillColor;
@@ -22,7 +22,7 @@ void main()
   fillColor = (is_selected) ? colorVertexSelect : deselect_col;
   outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 0.0);
 
-  vec3 world_pos = point_object_to_world(vec3(u, 0.0));
+  vec3 world_pos = point_object_to_world(vec3(au, 0.0));
   /* Move selected vertices to the top
    * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
    * actual pixels are at 0.75, 1.0 is used for the background. */



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