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author | Mike Erwin <significant.bit@gmail.com> | 2017-05-19 23:12:13 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-05-19 23:12:13 +0300 |
commit | 996bf65730257d0a80c6ada03a38d0a321b1e87e (patch) | |
tree | b4794635e98d33488af38ebc792d6ed7108675b6 /source | |
parent | 8d7b98bfd3965483db4d9de36937fd4b1fa66ff3 (diff) |
Clay/Eevee: fix more crash when entering edit mode
Shader stages need to agree about interpolation qualifiers. Apparently implicit smooth (the default) and explicit smooth are considered different by some GLSL compilers. Found by @letterrip on Linux + Intel.
Follow-up to 941e739d703542af1637c6a37953adac5f6b36bb
Diffstat (limited to 'source')
3 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl index 71e5c5d726b..a8f74ac3e0f 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl @@ -13,7 +13,7 @@ flat in ivec3 flag; flat in vec4 faceColor; flat in int clipCase; #ifdef VERTEX_SELECTION -smooth in vec3 vertexColor; +in vec3 vertexColor; #endif /* We use a vec4[2] interface to pass edge data diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl index 48eba6defcf..5e3ecd59cb4 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl @@ -23,7 +23,7 @@ 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 */ 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 0087318bc21..64809a37d11 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 @@ -38,7 +38,7 @@ 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 */ |