Prevent accidental fall-through in switch
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@@ -416,7 +416,7 @@ void GPU_material_bind_uniforms(
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if (viewmat) {
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mul_m4_m4m4(localtoviewmat, viewmat, obmat);
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invert_m4_m4(invlocaltoviewmat, localtoviewmat);
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GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float*)invlocaltoviewmat);
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GPU_shader_uniform_vector(shader, material->invlocaltoviewmatloc, 16, 1, (float *)invlocaltoviewmat);
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}
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}
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if (material->builtins & GPU_OBCOLOR) {
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@@ -128,6 +128,7 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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return GPU_builtin(GPU_LOC_TO_VIEW_MATRIX);
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}
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break;
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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switch (to) {
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case SHD_VECT_TRANSFORM_SPACE_WORLD:
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@@ -137,6 +138,7 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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return GPU_builtin(GPU_INVERSE_OBJECT_MATRIX);
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}
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break;
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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switch (to) {
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case SHD_VECT_TRANSFORM_SPACE_CAMERA:
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@@ -146,8 +148,9 @@ static GPUNodeLink *get_gpulink_matrix_from_to(short from, short to)
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case SHD_VECT_TRANSFORM_SPACE_OBJECT:
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return GPU_builtin(GPU_INVERSE_LOC_TO_VIEW_MATRIX);
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}
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break;
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}
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return 0;
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return NULL;
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}
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static int gpu_shader_vect_transform(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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