Fix T98071: Overlay: UV selection inverted bewteen vertex and edge select
Self describing title. Also remove the layout inside the geometry shader as they are now generated by the backend.
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@@ -893,7 +893,7 @@ GPUShader *OVERLAY_shader_edit_uv_edges_get(void)
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{
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OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
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if (!sh_data->edit_uv_edges) {
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sh_data->edit_uv_edges = GPU_shader_create_from_info_name("overlay_edit_uv_edges_select");
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sh_data->edit_uv_edges = GPU_shader_create_from_info_name("overlay_edit_uv_edges");
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}
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return sh_data->edit_uv_edges;
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}
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@@ -903,7 +903,7 @@ GPUShader *OVERLAY_shader_edit_uv_edges_for_edge_select_get(void)
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OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
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if (!sh_data->edit_uv_edges_for_edge_select) {
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sh_data->edit_uv_edges_for_edge_select = GPU_shader_create_from_info_name(
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"overlay_edit_uv_edges");
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"overlay_edit_uv_edges_select");
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}
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return sh_data->edit_uv_edges_for_edge_select;
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}
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@@ -1,8 +1,5 @@
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#pragma BLENDER_REQUIRE(common_overlay_lib.glsl)
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layout(lines) in;
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layout(triangle_strip, max_vertices = 4) out;
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void do_vertex(
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vec4 pos, float selection_fac, vec2 stipple_start, vec2 stipple_pos, float coord, vec2 offset)
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{
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