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-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 26ce64fd8ca..bc5ef14e8bc 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -2816,7 +2816,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
GPUMaterial *gpumat = GPU_material_world(scene, scene->world);
/* calculate full shader for background */
- GPU_material_bind(gpumat, 1, 1, 1.0, true, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
+ GPU_material_bind(gpumat, 1, 1, 1.0, false, rv3d->viewmat, rv3d->viewinv, (v3d->scenelock != 0));
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index c463fb25ded..b68a1eebdd5 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2457,7 +2457,7 @@ void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
void node_tex_environment_empty(vec3 co, out vec4 color)
{
- color = vec4(0.0);
+ color = vec4(1.0, 0.0, 1.0, 1.0);
}
void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha)