Fix T74438: Overlay: Loose verts and particle not draw in some conditions

This was caused by a missing output variable for lineOutput.
This triggered some undefined behavior.
This commit is contained in:
Clément Foucault 2020-03-09 17:08:07 +01:00
parent 4d0d43ce8e
commit 3912a2a227
Notes: blender-bot 2023-02-14 10:21:15 +01:00
Referenced by issue #74438, Mac OS draws object made from only vertices differently from Windows (object 'Display as' mode set to 'WIRE').
2 changed files with 13 additions and 3 deletions

View File

@ -1,7 +1,8 @@
in vec4 finalColor;
out vec4 fragColor;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
void main()
{
@ -9,7 +10,13 @@ void main()
float dist = max(centered.x, centered.y);
float fac = dist * dist * 4.0;
fragColor = mix(colorEditMeshMiddle, finalColor, 0.45 + fac * 0.65);
/* Non linear blend. */
vec4 col1 = sqrt(colorEditMeshMiddle);
vec4 col2 = sqrt(finalColor);
fragColor = mix(col1, col2, 0.45 + fac * 0.65);
fragColor *= fragColor;
lineOutput = vec4(0.0);
/* Make the effect more like a fresnel by offsetting
* the depth and creating mini-spheres.

View File

@ -1,7 +1,8 @@
in vec4 finalColor;
out vec4 fragColor;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
void main()
{
@ -13,4 +14,6 @@ void main()
/* Nice sphere falloff. */
float intensity = sqrt(1.0 - dist * 2.0) * 0.5 + 0.5;
fragColor = finalColor * vec4(intensity, intensity, intensity, 1.0);
lineOutput = vec4(0.0);
}