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author | Clément Foucault <foucault.clem@gmail.com> | 2018-12-10 20:56:12 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-12-10 21:02:17 +0300 |
commit | 9def295d5765057796619f4d4534a15fcaa75096 (patch) | |
tree | 8eeaef1c0e4589eeb129905c779a7ab9fe30b32e /source/blender | |
parent | 0c3535df9f5bb91045d85298ebc4697fec75eda1 (diff) |
Edit Mesh: Opti: Reduce max_vertices in geometry shader
This is a really small win that had been overlooked when optimizing the
shader.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl index 30b88080b71..fa2063a40a6 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl @@ -9,7 +9,7 @@ layout(triangles) in; * triangle. Order is important. * TODO diagram */ -layout(triangle_strip, max_vertices=12) out; +layout(triangle_strip, max_vertices=11) out; uniform mat4 ProjectionMatrix; uniform vec2 viewportSize; |