diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl index 6a5d6c71aba..0337662955e 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl @@ -1,7 +1,7 @@ out vec4 fragColor; -uniform usampler2D objectId; uniform sampler2D depthBuffer; +uniform usampler2D objectId; uniform sampler2D colorBuffer; uniform sampler2D normalBuffer; /* normalBuffer contains viewport normals */ diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl index 09258654072..7ed5ecca45f 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl @@ -5,13 +5,13 @@ uniform vec3 object_color = vec3(1.0, 0.0, 1.0); in vec3 normal_viewport; #endif /* V3D_LIGHTING_STUDIO */ -out uint objectId; -out vec4 diffuseColor; +layout(location=0) out uint objectId; +layout(location=1) out vec4 diffuseColor; #ifdef V3D_LIGHTING_STUDIO #ifdef WORKBENCH_ENCODE_NORMALS -out vec2 normalViewport; +layout(location=2) out vec2 normalViewport; #else /* WORKBENCH_ENCODE_NORMALS */ -out vec3 normalViewport; +layout(location=2) out vec3 normalViewport; #endif /* WORKBENCH_ENCODE_NORMALS */ #endif /* V3D_LIGHTING_STUDIO */