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authorJeroen Bakker <jeroen@blender.org>2020-09-16 12:19:47 +0300
committerJeroen Bakker <jeroen@blender.org>2020-09-16 12:19:47 +0300
commit7cae58adf5cfeee168d25d3432cf9ca82eeb0290 (patch)
tree81879562da426e44f1fcb8ebfdd22ed969e9c9e6
parentba85b4e45cbb91d908478975071356fe44a7711b (diff)
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.
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_edges_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_face_dots_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_faces_vert.glsl4
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl4
4 files changed, 8 insertions, 8 deletions
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. */