Commit: 261cd7f6bfb29a665819c2cfc64da6edee9ca6e2
Author: Sergey Sharybin
Date:   Fri Feb 13 15:23:41 2015 +0500
Branches: master
https://developer.blender.org/rB261cd7f6bfb29a665819c2cfc64da6edee9ca6e2

Fix T43649: Geometry node breaks GLSL shading

The issue was caused by the recently added attribute, which is to be
added to the shader function even tho it's not supported.

===================================================================

M       source/blender/gpu/shaders/gpu_shader_material.glsl

===================================================================

diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl 
b/source/blender/gpu/shaders/gpu_shader_material.glsl
index a1a4a14..945b7ef 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2357,7 +2357,7 @@ void node_uvmap(vec3 attr_uv, out vec3 outvec)
 void node_geometry(vec3 I, vec3 N, mat4 toworld,
        out vec3 position, out vec3 normal, out vec3 tangent,
        out vec3 true_normal, out vec3 incoming, out vec3 parametric,
-       out float backfacing)
+       out float backfacing, out float pointiness)
 {
        position = (toworld*vec4(I, 1.0)).xyz;
        normal = (toworld*vec4(N, 0.0)).xyz;
@@ -2370,6 +2370,7 @@ void node_geometry(vec3 I, vec3 N, mat4 toworld,
 
        parametric = vec3(0.0);
        backfacing = (gl_FrontFacing)? 0.0: 1.0;
+       pointiness = 0.0;
 }
 
 void node_tex_coord(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 
camerafac,

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to