diff options
author | Jeroen Bakker <jeroen@blender.org> | 2020-09-16 12:19:47 +0300 |
---|---|---|
committer | Jeroen Bakker <jeroen@blender.org> | 2020-09-16 12:19:47 +0300 |
commit | 7cae58adf5cfeee168d25d3432cf9ca82eeb0290 (patch) | |
tree | 81879562da426e44f1fcb8ebfdd22ed969e9c9e6 | |
parent | ba85b4e45cbb91d908478975071356fe44a7711b (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.
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. */ |