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author | Campbell Barton <ideasman42@gmail.com> | 2019-04-18 16:16:36 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-18 16:19:47 +0300 |
commit | 4c11e5731664c70c126a89b3fcc147004cc0b825 (patch) | |
tree | f6b7c01711334328fbc8cb2b54bfa570877c8ac2 | |
parent | f41ab375f38b0f828701f846fe33ec1d8ebd320e (diff) |
Cleanup: add 'if 0' comment why code is repeated
Avoid potentially adding back the problem in the future.
-rw-r--r-- | source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl index 62928ef5d86..7b1001b7449 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom.glsl @@ -20,6 +20,11 @@ void do_vertex(const int i, vec4 pos, float coord, vec2 offset) gl_Position = pos; /* Multiply offset by 2 because gl_Position range is [-1..1]. */ gl_Position.xy += offset * 2.0 * pos.w; + /* Correct but fails due to an AMD compiler bug, see: T62792. + * Do inline instead. */ +#if 0 + world_clip_planes_set_clip_distance(gl_in[i].gl_ClipDistance); +#endif EmitVertex(); } |