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author | Mike Erwin <significant.bit@gmail.com> | 2017-05-19 19:54:26 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-05-19 21:20:37 +0300 |
commit | 941e739d703542af1637c6a37953adac5f6b36bb (patch) | |
tree | 851bce9ad8f8425aaf8457842ade7082bf76cd9c /source/blender/draw/modes | |
parent | 985574c010d44f0fed96fed0d9c584f84edbf541 (diff) |
Clay/Eevee: fix crash when entering edit mode
vertexColor output was not being written --> shader failed to link --> assert hit while setting that shader's uniforms.
Vertex attribs are smooth by default, so I shortened the declaration.
@fclem or @dfelinto: is color = 0 ok here?
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r-- | source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl | 6 |
1 files changed, 5 insertions, 1 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 a264e11bd5c..151d9df15f9 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 @@ -19,7 +19,7 @@ flat out ivec3 flag; flat out vec4 faceColor; flat out int clipCase; #ifdef VERTEX_SELECTION -smooth out vec3 vertexColor; +out vec3 vertexColor; #endif /* See fragment shader */ @@ -43,6 +43,10 @@ void main() /* there is no face */ faceColor = vec4(0.0); +#ifdef VERTEX_SELECTION + vertexColor = vec3(0.0); +#endif + /* only verterx position 0 is used */ eData1 = eData2 = vec4(1e10); eData2.zw = proj(pPos); |