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author | Germano <germano.costa@ig.com.br> | 2018-01-12 20:09:13 +0300 |
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committer | Germano <germano.costa@ig.com.br> | 2018-01-12 20:09:13 +0300 |
commit | 5a293de9257bf90e755dab1c45b7e7896eedf0bf (patch) | |
tree | b35f9da8417932753b0df8fce69b7996e32a8df9 /source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl | |
parent | 49d51a1e6246f00233abf54a8b24b5d829848e44 (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.glsl | 8 |
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]; |