diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl index ddeecf12bd6..de56a637536 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_edge.glsl @@ -18,7 +18,7 @@ in ivec4 vData[]; /* these are the same for all vertices * and does not need interpolation */ flat out vec3 edgesCrease; -flat out vec3 edgesSharp; +flat out vec3 edgesBweight; flat out ivec3 flag; flat out vec4 faceColor; flat out int clipCase; @@ -131,7 +131,7 @@ void main() flag[2] = vData[0].y | (vData[0].x << 8); edgesCrease[2] = vData[0].z / 255.0; - edgesSharp[2] = vData[0].w / 255.0; + edgesBweight[2] = vData[0].w / 255.0; doVertex(1, pPos[1] + vec4( dirs2.zw, 0.0, 0.0)); doVertex(1, pPos[1] + vec4(-dirs2.zw, 0.0, 0.0)); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl index 41aade3d3c7..49ff1677822 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl @@ -33,7 +33,7 @@ in ivec4 vData[]; /* these are the same for all vertices * and does not need interpolation */ flat out vec3 edgesCrease; -flat out vec3 edgesSharp; +flat out vec3 edgesBweight; flat out ivec3 flag; flat out vec4 faceColor; flat out int clipCase; @@ -126,11 +126,11 @@ void main() return; /* Edge */ - ivec3 eflag; vec3 ecrease, esharp; + ivec3 eflag; vec3 ecrease, ebweight; for (int v = 0; v < 3; ++v) { flag[v] = eflag[v] = vData[v].y | (vData[v].x << 8); edgesCrease[v] = ecrease[v] = vData[v].z / 255.0; - edgesSharp[v] = esharp[v] = vData[v].w / 255.0; + edgesBweight[v] = ebweight[v] = vData[v].w / 255.0; } /* Face */ @@ -244,7 +244,7 @@ void main() flag[1] = (vData[vaf].x << 8); flag[2] = eflag[vbe]; edgesCrease[2] = ecrease[vbe]; - edgesSharp[2] = esharp[vbe]; + edgesBweight[2] = ebweight[vbe]; doVertex(vaf, pPos[vaf]); doVertex(vaf, pPos[vaf] + vec4(fixvecaf[v], 0.0, 0.0)); diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl index 3ff76a77da2..a264e11bd5c 100644 --- a/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl +++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_loosevert_vert.glsl @@ -13,9 +13,14 @@ in ivec4 data; /* these are the same for all vertices * and does not need interpolation */ +flat out vec3 edgesCrease; +flat out vec3 edgesBweight; flat out ivec3 flag; flat out vec4 faceColor; flat out int clipCase; +#ifdef VERTEX_SELECTION +smooth out vec3 vertexColor; +#endif /* See fragment shader */ noperspective out vec4 eData1; @@ -30,6 +35,8 @@ vec2 proj(vec4 pos) void main() { clipCase = 0; + edgesCrease = vec3(0.0); + edgesBweight = vec3(0.0); vec4 pPos = ModelViewProjectionMatrix * vec4(pos, 1.0);