Commit: 546d12cee1b46de6648c6453406925153a7e4ca8
Author: Lukas Tönne
Date:   Sun Jul 24 09:23:32 2016 +0200
Branches: strand_nodes
https://developer.blender.org/rB546d12cee1b46de6648c6453406925153a7e4ca8

Fallback displacement function for the strands shader if no nodetree is 
available.

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

M       source/blender/gpu/intern/gpu_strands_shader.c

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

diff --git a/source/blender/gpu/intern/gpu_strands_shader.c 
b/source/blender/gpu/intern/gpu_strands_shader.c
index 77e244a..f8fa162 100644
--- a/source/blender/gpu/intern/gpu_strands_shader.c
+++ b/source/blender/gpu/intern/gpu_strands_shader.c
@@ -224,10 +224,19 @@ GPUStrandsShader 
*GPU_strand_shader_create(GPUStrandsShaderParams *params)
        char *geometry_debug_basecode = use_geometry_shader ? 
datatoc_gpu_shader_strand_debug_geom_glsl : NULL;
        char *fragment_debug_basecode = 
datatoc_gpu_shader_strand_debug_frag_glsl;
        
-       char *nodecode = NULL;
+       char *nodecode;
        if (params->nodes) {
                nodecode = BVM_gen_hair_deform_function_glsl(params->nodes, 
"displace_vertex");
        }
+       else {
+               nodecode = BLI_strdup("\n"
+                                     "void displace_vertex(in vec3 location_V, 
in vec3 location_DX, in vec3 location_DY,"
+                                     "                     in float 
parameter_V, in float parameter_DX, in float parameter_DY,"
+                                     "                     in float 
curvelength_V, in float curvelength_DX, in float curvelength_DY,"
+                                     "                     in mat4 target,"
+                                     "                     out vec3 offset_V, 
out vec3 offset_DX, out vec3 offset_DY)"
+                                     "{ offset_V = vec3(0.0); offset_DX = 
vec3(0.0); offset_DY = vec3(0.0); }\n");
+       }
        
        GPUStrandsShader *gpu_shader = MEM_callocN(sizeof(GPUStrandsShader), 
"GPUStrands");

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