Fix T80800: Active UVMap Drawing

Regression introduced by D8234. In stead of using the active uv map, the
render uv map was drawn. This change will use the active uv map.
This commit is contained in:
Jeroen Bakker 2020-09-16 11:19:47 +02:00
parent ba85b4e45c
commit 7cae58adf5
Notes: blender-bot 2023-02-14 03:46:57 +01:00
Referenced by issue #80800, UVs are not drawn correctly after joining objects
4 changed files with 8 additions and 8 deletions

View File

@ -2,7 +2,7 @@
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
in vec3 pos;
in vec2 u;
in vec2 au;
in int flag;
out float selectionFac;
@ -11,7 +11,7 @@ flat out vec2 stippleStart;
void main()
{
vec3 world_pos = point_object_to_world(vec3(u, 0.0));
vec3 world_pos = point_object_to_world(vec3(au, 0.0));
gl_Position = point_world_to_ndc(world_pos);
/* Snap vertices to the pixel grid to reduce artifacts. */
vec2 half_viewport_res = sizeViewport.xy * 0.5;

View File

@ -3,14 +3,14 @@
uniform float pointSize;
in vec2 u;
in vec2 au;
in int flag;
flat out vec4 finalColor;
void main()
{
vec3 world_pos = point_object_to_world(vec3(u, 0.0));
vec3 world_pos = point_object_to_world(vec3(au, 0.0));
gl_Position = point_world_to_ndc(world_pos);
finalColor = ((flag & FACE_UV_SELECT) != 0) ? colorVertexSelect : vec4(colorWire.rgb, 1.0);

View File

@ -3,14 +3,14 @@
uniform float uvOpacity;
in vec2 u;
in vec2 au;
in int flag;
flat out vec4 finalColor;
void main()
{
vec3 world_pos = point_object_to_world(vec3(u, 0.0));
vec3 world_pos = point_object_to_world(vec3(au, 0.0));
gl_Position = point_world_to_ndc(world_pos);
bool is_selected = (flag & FACE_UV_SELECT) != 0;

View File

@ -4,7 +4,7 @@
uniform float pointSize;
uniform float outlineWidth;
in vec2 u;
in vec2 au;
in int flag;
out vec4 fillColor;
@ -22,7 +22,7 @@ void main()
fillColor = (is_selected) ? colorVertexSelect : deselect_col;
outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 0.0);
vec3 world_pos = point_object_to_world(vec3(u, 0.0));
vec3 world_pos = point_object_to_world(vec3(au, 0.0));
/* Move selected vertices to the top
* Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
* actual pixels are at 0.75, 1.0 is used for the background. */