Fix T77803: IK Degrees of freedom drawing glitch

Forgot to update the lineOutput what resulted in that the sphere was not
rendered on all platforms.

Reviewed By: Clément Foucault

Differential Revision: https://developer.blender.org/D8098
This commit is contained in:
Jeroen Bakker 2020-06-23 14:49:12 +02:00 committed by Jeroen Bakker
parent 8f97a64dec
commit 0aa7c11788
Notes: blender-bot 2023-02-14 06:05:22 +01:00
Referenced by issue #77803, The overlay for bone ik limits has visual artifacts
Referenced by issue #77348, Blender LTS: Maintenance Task 2.83
3 changed files with 14 additions and 1 deletions

View File

@ -313,6 +313,7 @@ data_to_c_simple(engines/basic/shaders/depth_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/antialiasing_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/antialiasing_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_dof_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_dof_solid_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_envelope_outline_vert.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_frag.glsl SRC)
data_to_c_simple(engines/overlay/shaders/armature_envelope_solid_vert.glsl SRC)

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@ -31,6 +31,7 @@
extern char datatoc_antialiasing_frag_glsl[];
extern char datatoc_antialiasing_vert_glsl[];
extern char datatoc_armature_dof_vert_glsl[];
extern char datatoc_armature_dof_solid_frag_glsl[];
extern char datatoc_armature_envelope_distance_frag_glsl[];
extern char datatoc_armature_envelope_outline_vert_glsl[];
extern char datatoc_armature_envelope_solid_frag_glsl[];
@ -507,7 +508,7 @@ GPUShader *OVERLAY_shader_armature_degrees_of_freedom_solid(void)
datatoc_armature_dof_vert_glsl,
NULL},
.frag = (const char *[]){datatoc_common_view_lib_glsl,
datatoc_gpu_shader_flat_color_frag_glsl,
datatoc_armature_dof_solid_frag_glsl,
NULL},
.defs = (const char *[]){sh_cfg->def, NULL},
});

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@ -0,0 +1,11 @@
flat in vec4 finalColor;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 lineOutput;
void main()
{
fragColor = finalColor;
lineOutput = vec4(0.0);
}