Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2019-12-11 02:26:52 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-11 02:26:52 +0300
commite0fbea9c0d52744c082454a90487768f406bff5a (patch)
tree259f9782fee9311ebb6913c1df5da879ad54aa35 /source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl
parente760972221e68d3c81f2ee3687cc71836dde8ae9 (diff)
Overlay Engine: Armature: Fix bones disapearing with custom bone color
This seems to only affect some drivers. Rendering to multiple targets without all output variables defined seems to be undefined behavior. Thanks to gaiaclary for reporting on blendercoders.
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl
index 94f339c4561..0ff0fdf0870 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_sphere_solid_frag.glsl
@@ -11,7 +11,8 @@ in vec3 viewPosition;
layout(depth_greater) out float gl_FragDepth;
#endif
-out vec4 fragColor;
+layout(location = 0) out vec4 fragColor;
+layout(location = 1) out vec4 lineOutput;
#define cameraPos ViewMatrixInverse[3].xyz
@@ -70,6 +71,7 @@ void main()
dither *= (1.0 / 255.0); /* Assume 8bit per color buffer. */
fragColor = vec4(fragColor.rgb + dither, alpha);
+ lineOutput = vec4(0.0);
t /= ray_len;
gl_FragDepth = get_depth_from_view_z(ray_dir_view.z * t + ray_ori_view.z);