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author | Clément Foucault <foucault.clem@gmail.com> | 2019-12-11 02:26:52 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-12-11 02:26:52 +0300 |
commit | e0fbea9c0d52744c082454a90487768f406bff5a (patch) | |
tree | 259f9782fee9311ebb6913c1df5da879ad54aa35 /source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl | |
parent | e760972221e68d3c81f2ee3687cc71836dde8ae9 (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_stick_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl index ba89619e051..e7696c1ea7d 100644 --- a/source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_stick_frag.glsl @@ -3,11 +3,13 @@ noperspective in float colorFac; flat in vec4 finalWireColor; flat in vec4 finalInnerColor; -out vec4 fragColor; +layout(location = 0) out vec4 fragColor; +layout(location = 1) out vec4 lineOutput; void main() { float fac = smoothstep(1.0, 0.2, colorFac); fragColor.rgb = mix(finalInnerColor.rgb, finalWireColor.rgb, fac); fragColor.a = 1.0; + lineOutput = vec4(0.0); } |