Fix: Overlay: Material Preview when !bl_use_eevee_viewport
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@@ -68,9 +68,9 @@ void Instance::init()
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const bool viewport_uses_workbench = state.v3d->shading.type <= OB_SOLID ||
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BKE_scene_uses_blender_workbench(state.scene);
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const bool viewport_uses_eevee = state.v3d->shading.type == OB_MATERIAL ||
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(state.v3d->shading.type == OB_RENDER &&
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BKE_scene_uses_blender_eevee(state.scene));
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const bool viewport_uses_eevee = STREQ(
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ED_view3d_engine_type(state.scene, state.v3d->shading.type)->idname,
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RE_engine_id_BLENDER_EEVEE_NEXT);
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const bool use_resolution_scaling = BKE_render_preview_pixel_size(&state.scene->r) != 1;
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/* Only workbench ensures the depth buffer is matching overlays.
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* Force depth prepass for other render engines.
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