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author | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2022-05-03 23:45:27 +0300 |
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committer | Kévin Dietrich <kevin.dietrich@mailoo.org> | 2022-05-03 23:50:04 +0300 |
commit | 281bcc1c1dd6b786bafa2712986885c44ed482a3 (patch) | |
tree | af2ec45d2d67fce7ee94086074c05d806722fc48 /source/blender/gpu/shaders | |
parent | 94205e1d029511b2ab714a53d84de8c50a70fb39 (diff) |
Fix T93179: geonodes UVs and Vertex colors do not work in EEVEE
Overwriting UV map or vertex color data in Geometry nodes will move the
layers to another CustomData channel, and as such, will make attribute
lookup fail from the UVMap and Vertex Color nodes in EEVEE as the
CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or
`CD_MCOL`).
As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME`
so that the render engine is able to find the attributes. This also makes
EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and
`attr_load_color` are also removed in favor of the generic attribute
API in the various GLSL shaders.
Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the
active UV map is still used in case the attribute name is empty, to
preserve the old behavior.
Differential Revision: https://developer.blender.org/D13730
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_uv_map.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_uv_map.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_uv_map.glsl index d8fcbbfc361..87943cff18f 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_uv_map.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_uv_map.glsl @@ -1,4 +1,4 @@ -void node_uvmap(vec3 attr_uv, out vec3 outvec) +void node_uvmap(vec4 attr_uv, out vec3 outvec) { - outvec = attr_uv; + outvec = attr_uv.xyz; } |