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authorClément Foucault <foucault.clem@gmail.com>2022-05-12 16:11:07 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-05-12 16:11:07 +0300
commitd9effc1cc64ad99c5f9f14a8f76fce9db2988c45 (patch)
treea9685dbb1c08aad9f8f991ed57de33a152be6785
parent092cbacd8f5d5ca52141f3e052c4853e6b90419f (diff)
Fix T98071: Overlay: UV selection inverted bewteen vertex and edge select
Self describing title. Also remove the layout inside the geometry shader as they are now generated by the backend.
-rw-r--r--source/blender/draw/engines/overlay/overlay_shader.c4
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_edges_geom.glsl3
2 files changed, 2 insertions, 5 deletions
diff --git a/source/blender/draw/engines/overlay/overlay_shader.c b/source/blender/draw/engines/overlay/overlay_shader.c
index d63ae6750d6..48146fbddfb 100644
--- a/source/blender/draw/engines/overlay/overlay_shader.c
+++ b/source/blender/draw/engines/overlay/overlay_shader.c
@@ -893,7 +893,7 @@ GPUShader *OVERLAY_shader_edit_uv_edges_get(void)
{
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
if (!sh_data->edit_uv_edges) {
- sh_data->edit_uv_edges = GPU_shader_create_from_info_name("overlay_edit_uv_edges_select");
+ sh_data->edit_uv_edges = GPU_shader_create_from_info_name("overlay_edit_uv_edges");
}
return sh_data->edit_uv_edges;
}
@@ -903,7 +903,7 @@ GPUShader *OVERLAY_shader_edit_uv_edges_for_edge_select_get(void)
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
if (!sh_data->edit_uv_edges_for_edge_select) {
sh_data->edit_uv_edges_for_edge_select = GPU_shader_create_from_info_name(
- "overlay_edit_uv_edges");
+ "overlay_edit_uv_edges_select");
}
return sh_data->edit_uv_edges_for_edge_select;
}
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_geom.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_geom.glsl
index 1012b50e0e1..ac8d33cd727 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_uv_edges_geom.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_edges_geom.glsl
@@ -1,8 +1,5 @@
#pragma BLENDER_REQUIRE(common_overlay_lib.glsl)
-layout(lines) in;
-layout(triangle_strip, max_vertices = 4) out;
-
void do_vertex(
vec4 pos, float selection_fac, vec2 stipple_start, vec2 stipple_pos, float coord, vec2 offset)
{