diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl index 46674418fd5..518618aaa40 100644 --- a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl +++ b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl @@ -118,8 +118,10 @@ bool char_intersect(uvec2 bitmap_position) void main() { uvec2 bitmap_position = uvec2(gl_PointCoord.xy * 8.0); +#ifndef GPU_METAL /* Metal has different gl_PointCoord.y. */ /* Point coord start from top left corner. But layout is from bottom to top. */ bitmap_position.y = 7 - bitmap_position.y; +#endif if (char_intersect(bitmap_position)) { out_color = vec4(1);