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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-23 15:28:47 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-23 15:29:08 +0300 |
commit | 6d84a4ecfd4914048bc815c7d1bfedec28d4bc22 (patch) | |
tree | f8d437670ad8d343e1c6327cb26e61426290ec6e | |
parent | 2aa4b6045a1d249025bb8eb2f19fcc72d0739341 (diff) |
Fix wrong vertex color in BI GLSL mode
The issue was caused by recent normalization added to the GLSL attributes.
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 506c9641d12..4d7f6d5b44c 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -149,7 +149,7 @@ void color_to_normal(vec3 color, out vec3 normal) void vcol_attribute(vec4 attvcol, out vec4 vcol) { - vcol = vec4(attvcol.x/255.0, attvcol.y/255.0, attvcol.z/255.0, 1.0); + vcol = vec4(attvcol.x, attvcol.y, attvcol.z, 1.0); } void uv_attribute(vec2 attuv, out vec3 uv) |