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.
This commit is contained in:
Clément Foucault
2022-05-12 15:11:07 +02:00
parent 092cbacd8f
commit d9effc1cc6
2 changed files with 2 additions and 5 deletions

View File

@@ -893,7 +893,7 @@ GPUShader *OVERLAY_shader_edit_uv_edges_get(void)
{
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
if (!sh_data->edit_uv_edges) {
sh_data->edit_uv_edges = GPU_shader_create_from_info_name("overlay_edit_uv_edges_select");
sh_data->edit_uv_edges = GPU_shader_create_from_info_name("overlay_edit_uv_edges");
}
return sh_data->edit_uv_edges;
}
@@ -903,7 +903,7 @@ GPUShader *OVERLAY_shader_edit_uv_edges_for_edge_select_get(void)
OVERLAY_Shaders *sh_data = &e_data.sh_data[0];
if (!sh_data->edit_uv_edges_for_edge_select) {
sh_data->edit_uv_edges_for_edge_select = GPU_shader_create_from_info_name(
"overlay_edit_uv_edges");
"overlay_edit_uv_edges_select");
}
return sh_data->edit_uv_edges_for_edge_select;
}

View File

@@ -1,8 +1,5 @@
#pragma BLENDER_REQUIRE(common_overlay_lib.glsl)
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
void do_vertex(
vec4 pos, float selection_fac, vec2 stipple_start, vec2 stipple_pos, float coord, vec2 offset)
{