The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`. This commit allows the drawing of the mesh select ids to be done on a 32UI format texture. This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion. Differential Revision: https://developer.blender.org/D4350
14 lines
121 B
GLSL
14 lines
121 B
GLSL
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#ifdef UNIFORM_ID
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uniform uint id;
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#else
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flat in uint id;
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#endif
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out uint fragColor;
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void main()
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{
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fragColor = id;
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}
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