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authorGermano <germano.costa@ig.com.br>2018-01-12 20:09:13 +0300
committerGermano <germano.costa@ig.com.br>2018-01-12 20:09:13 +0300
commit5a293de9257bf90e755dab1c45b7e7896eedf0bf (patch)
treeb35f9da8417932753b0df8fce69b7996e32a8df9 /source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
parent49d51a1e6246f00233abf54a8b24b5d829848e44 (diff)
Draw Manager: Edit Mode Shader: Remove `#ifdef GPU_INTEL`
The problem with memory alignment on Intel GPUs does not happen anymore after the last shader changes.
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl8
1 files changed, 1 insertions, 7 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
index a0e3fa7b7ac..53e5b09cb70 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
@@ -16,18 +16,12 @@ in ivec4 data;
flat out vec3 edgesCrease;
flat out vec3 edgesBweight;
flat out vec4 faceColor;
+flat out ivec3 flag;
flat out int clipCase;
#ifdef VERTEX_SELECTION
out vec3 vertexColor;
#endif
-/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */
-#ifdef GPU_INTEL
-flat out ivec4 flag;
-#else
-flat out ivec3 flag;
-#endif
-
/* See fragment shader */
noperspective out vec2 eData1;
flat out vec2 eData2[3];