Draw Manager: Edit Mode Shader: Remove `#ifdef GPU_INTEL`
The problem with memory alignment on Intel GPUs does not happen anymore after the last shader changes.
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@ -14,6 +14,7 @@ uniform float faceAlphaMod;
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flat in vec3 edgesCrease;
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flat in vec3 edgesBweight;
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flat in vec4 faceColor;
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flat in ivec3 flag;
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flat in int clipCase;
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#ifdef VERTEX_SELECTION
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in vec3 vertexColor;
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@ -42,13 +43,6 @@ in float facing;
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noperspective in vec2 eData1;
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flat in vec2 eData2[3];
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/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */
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#ifdef GPU_INTEL
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flat in ivec4 flag;
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#else
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flat in ivec3 flag;
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#endif
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out vec4 FragColor;
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#define EDGE_EXISTS (1 << 0)
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@ -23,6 +23,7 @@ in float vFacing[];
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flat out vec3 edgesCrease;
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flat out vec3 edgesBweight;
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flat out vec4 faceColor;
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flat out ivec3 flag;
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flat out int clipCase;
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#ifdef VERTEX_SELECTION
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out vec3 vertexColor;
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@ -31,13 +32,6 @@ out vec3 vertexColor;
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out float facing;
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#endif
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/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */
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#ifdef GPU_INTEL
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flat out ivec4 flag;
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#else
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flat out ivec3 flag;
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#endif
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/* See fragment shader */
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noperspective out vec2 eData1;
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flat out vec2 eData2[3];
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@ -42,6 +42,7 @@ in float vFacing[];
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flat out vec3 edgesCrease;
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flat out vec3 edgesBweight;
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flat out vec4 faceColor;
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flat out ivec3 flag;
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flat out int clipCase;
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#ifdef VERTEX_SELECTION
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out vec3 vertexColor;
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@ -54,13 +55,6 @@ out float facing;
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noperspective out vec2 eData1;
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flat out vec2 eData2[3];
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/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */
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#ifdef GPU_INTEL
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flat out ivec4 flag;
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#else
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flat out ivec3 flag;
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#endif
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#define VERTEX_ACTIVE (1 << 0)
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#define VERTEX_SELECTED (1 << 1)
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@ -16,18 +16,12 @@ in ivec4 data;
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flat out vec3 edgesCrease;
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flat out vec3 edgesBweight;
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flat out vec4 faceColor;
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flat out ivec3 flag;
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flat out int clipCase;
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#ifdef VERTEX_SELECTION
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out vec3 vertexColor;
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#endif
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/* Some intel Gpu seems to have memory alignement problems. So adding a padding int */
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#ifdef GPU_INTEL
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flat out ivec4 flag;
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#else
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flat out ivec3 flag;
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#endif
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/* See fragment shader */
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noperspective out vec2 eData1;
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flat out vec2 eData2[3];
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