#70267 Retopology Overlay #104599
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@ -708,6 +708,7 @@ set(GLSL_SRC
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engines/overlay/shaders/overlay_sculpt_mask_frag.glsl
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engines/overlay/shaders/overlay_sculpt_mask_vert.glsl
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engines/overlay/shaders/overlay_uniform_color_frag.glsl
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engines/overlay/shaders/overlay_uniform_color_vert.glsl
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engines/overlay/shaders/overlay_varying_color.glsl
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engines/overlay/shaders/overlay_viewer_attribute_curve_vert.glsl
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engines/overlay/shaders/overlay_viewer_attribute_curves_vert.glsl
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@ -616,7 +616,7 @@ GPU_SHADER_CREATE_INFO(overlay_uniform_color)
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.vertex_in(0, Type::VEC3, "pos")
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.push_constant(Type::VEC4, "ucolor")
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.fragment_out(0, Type::VEC4, "fragColor")
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.vertex_source("overlay_depth_only_vert.glsl")
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.vertex_source("overlay_uniform_color_vert.glsl")
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.fragment_source("overlay_uniform_color_frag.glsl")
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.additional_info("draw_mesh");
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@ -0,0 +1,13 @@
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bonj marked this conversation as resolved
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#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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void main()
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{
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GPU_INTEL_VERTEX_SHADER_WORKAROUND
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vec3 world_pos = point_object_to_world(pos);
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gl_Position = point_world_to_ndc(world_pos);
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view_clipping_distances(world_pos);
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}
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Reference in New Issue
Did you create this file only to modify the
depth_only
shader?If that's so, see my other comment and keep the depth_only for the uniform color shader.
Seeing as this and the first requested change are about the same thing, I'll mark it as resolved.