Fix: Overlay-Next: Broken edit mode on some Nvidia GPU / drivers
One of the framebuffer output was not written to.
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@@ -21,7 +21,9 @@ GPU_SHADER_INTERFACE_END()
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GPU_SHADER_CREATE_INFO(overlay_edit_mesh_common)
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DEFINE_VALUE("blender_srgb_to_framebuffer_space(a)", "a")
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SAMPLER(0, DEPTH_2D, depthTex)
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DEFINE("LINE_OUTPUT")
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FRAGMENT_OUT(0, VEC4, fragColor)
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FRAGMENT_OUT(1, VEC4, lineOutput)
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PUSH_CONSTANT(BOOL, wireShading)
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PUSH_CONSTANT(BOOL, selectFace)
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PUSH_CONSTANT(BOOL, selectEdge)
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@@ -35,8 +37,10 @@ GPU_SHADER_CREATE_END()
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GPU_SHADER_CREATE_INFO(overlay_edit_mesh_common_no_geom)
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METAL_BACKEND_ONLY()
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DEFINE_VALUE("blender_srgb_to_framebuffer_space(a)", "a")
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DEFINE("LINE_OUTPUT")
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SAMPLER(0, DEPTH_2D, depthTex)
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FRAGMENT_OUT(0, VEC4, fragColor)
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FRAGMENT_OUT(1, VEC4, lineOutput)
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PUSH_CONSTANT(BOOL, wireShading)
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PUSH_CONSTANT(BOOL, selectFace)
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PUSH_CONSTANT(BOOL, selectEdge)
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@@ -45,4 +45,5 @@ void main()
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fragColor.a *= 1.0 - (geometry_flat_out.finalColorOuter.a > 0.0 ? mix_w_outer : mix_w);
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fragColor.a *= test_occlusion() ? alpha : 1.0;
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lineOutput = vec4(0.0);
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}
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@@ -25,5 +25,9 @@ void main()
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#else
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fragColor = finalColor;
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#endif
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#ifdef LINE_OUTPUT
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lineOutput = vec4(0.0);
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#endif
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select_id_output(select_id);
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}
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@@ -7,5 +7,8 @@
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void main()
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{
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fragColor = finalColor;
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#ifdef LINE_OUTPUT
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lineOutput = vec4(0.0);
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#endif
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select_id_output(select_id);
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}
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