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authorSergey Sharybin <sergey.vfx@gmail.com>2015-02-13 13:23:41 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-02-13 13:24:35 +0300
commit261cd7f6bfb29a665819c2cfc64da6edee9ca6e2 (patch)
treee23483a1c5e1ffbd9ec554163a8da56bef35293a /source/blender/gpu
parente63594a6e5d5e00f397bafa75dc234f1a1733a7a (diff)
Fix T43649: Geometry node breaks GLSL shading
The issue was caused by the recently added attribute, which is to be added to the shader function even tho it's not supported.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index a1a4a14e857..945b7ef303f 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2357,7 +2357,7 @@ void node_uvmap(vec3 attr_uv, out vec3 outvec)
void node_geometry(vec3 I, vec3 N, mat4 toworld,
out vec3 position, out vec3 normal, out vec3 tangent,
out vec3 true_normal, out vec3 incoming, out vec3 parametric,
- out float backfacing)
+ out float backfacing, out float pointiness)
{
position = (toworld*vec4(I, 1.0)).xyz;
normal = (toworld*vec4(N, 0.0)).xyz;
@@ -2370,6 +2370,7 @@ void node_geometry(vec3 I, vec3 N, mat4 toworld,
parametric = vec3(0.0);
backfacing = (gl_FrontFacing)? 0.0: 1.0;
+ pointiness = 0.0;
}
void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,