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authorClément Foucault <foucault.clem@gmail.com>2017-09-27 17:51:05 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-27 22:21:39 +0300
commitb24ba9b1740b4fd8ae400c68aeac2ddf6831198d (patch)
treeb2e268da1aa5b72ce5408b82e36817a4668b17e5 /source/blender/draw/modes
parent40f5ac4977969832c7fa941e694b59c2b4186d58 (diff)
Object Mode Engine: Small cleanup
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl2
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl1
3 files changed, 2 insertions, 5 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
index 6dcbc097468..07b36079884 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
@@ -1,7 +1,7 @@
flat in int isSelected;
#ifdef VERTEX_FACING
-in float facing;
+flat in float facing;
#endif
out vec4 FragColor;
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
index b27a4bba4ca..fa3934c4b77 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_vert.glsl
@@ -10,10 +10,8 @@ flat out int isSelected;
uniform mat4 ProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat3 NormalMatrix;
-uniform vec3 eye;
-in vec3 vnor;
-out float facing;
+flat out float facing;
#endif
void main()
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
index 6da9b0a0e86..8ebfa4376f0 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
@@ -18,7 +18,6 @@ out ivec4 vData;
#ifdef VERTEX_FACING
uniform mat4 ProjectionMatrix;
uniform mat3 NormalMatrix;
-uniform vec3 eye;
in vec3 vnor;
out float vFacing;