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authorJoseph Eagar <joeedh@gmail.com>2022-05-12 11:25:20 +0300
committerJoseph Eagar <joeedh@gmail.com>2022-05-12 11:29:13 +0300
commit0eb2244f0ae785aec08e608458804b780ea4957b (patch)
tree97203b66ad5820bf22ee0a79b5d99acc4855741e
parent295b6e8230de011dcce62716c76604dd93b9880c (diff)
color attributes: Fix broken vertex color node
Fall back onto the old behavior (use the render color attribute) if the vertex color node's attribute name is blank.
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vertex_color.cc16
2 files changed, 15 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_node_graph.c b/source/blender/gpu/intern/gpu_node_graph.c
index b3a091ffbb0..91fb0544cf6 100644
--- a/source/blender/gpu/intern/gpu_node_graph.c
+++ b/source/blender/gpu/intern/gpu_node_graph.c
@@ -333,6 +333,8 @@ static char attr_prefix_get(CustomDataType type)
switch (type) {
case CD_TANGENT:
return 't';
+ case CD_MCOL:
+ return 'c';
case CD_AUTO_FROM_NAME:
return 'a';
case CD_HAIRLENGTH:
diff --git a/source/blender/nodes/shader/nodes/node_shader_vertex_color.cc b/source/blender/nodes/shader/nodes/node_shader_vertex_color.cc
index a2a9aa9ad91..cba944c671c 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vertex_color.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_vertex_color.cc
@@ -42,10 +42,20 @@ static int node_shader_gpu_vertex_color(GPUMaterial *mat,
GPUNodeStack *out)
{
NodeShaderVertexColor *vertexColor = (NodeShaderVertexColor *)node->storage;
- /* NOTE: using CD_AUTO_FROM_NAME instead of CD_MCOL or CD_PROP_COLOR as geometry nodes may
- * overwrite data which will also change the CustomDataType. This will also make EEVEE and Cycles
+ /* NOTE: using CD_AUTO_FROM_NAME instead of CD_MCOL or CD_PROP_COLOR for named attributes
+ * as geometry nodes may overwrite data which will also change the CustomDataType.
+ * This will also make EEVEE and Cycles
* consistent. See T93179. */
- GPUNodeLink *vertexColorLink = GPU_attribute(mat, CD_AUTO_FROM_NAME, vertexColor->layer_name);
+
+ GPUNodeLink *vertexColorLink;
+
+ if (vertexColor->layer_name[0]) {
+ vertexColorLink = GPU_attribute(mat, CD_AUTO_FROM_NAME, vertexColor->layer_name);
+ }
+ else { /* Fall back on active render color attribute. */
+ vertexColorLink = GPU_attribute(mat, CD_MCOL, vertexColor->layer_name);
+ }
+
return GPU_stack_link(mat, node, "node_vertex_color", in, out, vertexColorLink);
}