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authorClément Foucault <foucault.clem@gmail.com>2017-04-19 12:08:38 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-04-19 12:09:07 +0300
commit76ecbd38f2fe387b88bc0f40baa3ad6f7734dbf9 (patch)
treeb0beaf0a2395083a144cd65e77690a88818d2877 /source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl
parentb3edd94e42e0b93de177614bfd1fb6bbc571884d (diff)
Edit Mode Engine: Fix shader compilation on AMD. Also fix Bweight display.
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.glsl7
1 files changed, 7 insertions, 0 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 3ff76a77da2..a264e11bd5c 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
@@ -13,9 +13,14 @@ in ivec4 data;
/* these are the same for all vertices
* and does not need interpolation */
+flat out vec3 edgesCrease;
+flat out vec3 edgesBweight;
flat out ivec3 flag;
flat out vec4 faceColor;
flat out int clipCase;
+#ifdef VERTEX_SELECTION
+smooth out vec3 vertexColor;
+#endif
/* See fragment shader */
noperspective out vec4 eData1;
@@ -30,6 +35,8 @@ vec2 proj(vec4 pos)
void main()
{
clipCase = 0;
+ edgesCrease = vec3(0.0);
+ edgesBweight = vec3(0.0);
vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);