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authorJeroen Bakker <jeroen@blender.org>2019-12-18 18:10:01 +0300
committerJeroen Bakker <jeroen@blender.org>2019-12-19 10:34:31 +0300
commit4440739699bb237da8126168117e501aec770e89 (patch)
treeeb16398ad9d5b6ace12a7dfebae804c7e3c92f63 /source/blender/gpu
parent0971f56bac242e983db4e089f11b2fd818a0b904 (diff)
Fix T72236: UV Stretching Overlay
The ratio for area stretching was packed into an unsigned int, but could contain negative numbers. This flipped the negative numbers to high positive numbers and rendered the wrong color in the stretching overlay. I can remember during {T63755} I had to flip the sign to get the correct result, but couldn't find out why that was needed. Now I know. Reviewed By: fclem, mano-wii Differential Revision: https://developer.blender.org/D6440
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
index b0fa9eaed21..3254a7e1508 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_stretch_vert.glsl
@@ -90,7 +90,7 @@ void main()
stretch = stretch;
stretch = 1.0 - stretch * stretch;
#else
- float stretch = 1.0 - area_ratio_to_stretch(ratio, totalAreaRatio, -totalAreaRatioInv);
+ float stretch = 1.0 - area_ratio_to_stretch(ratio, totalAreaRatio, totalAreaRatioInv);
#endif