Fix T80800: Active UVMap Drawing
Regression introduced by D8234. In stead of using the active uv map, the render uv map was drawn. This change will use the active uv map.
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@@ -2,7 +2,7 @@
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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in vec3 pos;
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in vec2 u;
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in vec2 au;
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in int flag;
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out float selectionFac;
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@@ -11,7 +11,7 @@ flat out vec2 stippleStart;
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void main()
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{
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vec3 world_pos = point_object_to_world(vec3(u, 0.0));
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vec3 world_pos = point_object_to_world(vec3(au, 0.0));
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gl_Position = point_world_to_ndc(world_pos);
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/* Snap vertices to the pixel grid to reduce artifacts. */
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vec2 half_viewport_res = sizeViewport.xy * 0.5;
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@@ -3,14 +3,14 @@
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uniform float pointSize;
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in vec2 u;
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in vec2 au;
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in int flag;
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flat out vec4 finalColor;
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void main()
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{
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vec3 world_pos = point_object_to_world(vec3(u, 0.0));
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vec3 world_pos = point_object_to_world(vec3(au, 0.0));
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gl_Position = point_world_to_ndc(world_pos);
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finalColor = ((flag & FACE_UV_SELECT) != 0) ? colorVertexSelect : vec4(colorWire.rgb, 1.0);
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@@ -3,14 +3,14 @@
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uniform float uvOpacity;
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in vec2 u;
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in vec2 au;
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in int flag;
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flat out vec4 finalColor;
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void main()
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{
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vec3 world_pos = point_object_to_world(vec3(u, 0.0));
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vec3 world_pos = point_object_to_world(vec3(au, 0.0));
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gl_Position = point_world_to_ndc(world_pos);
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bool is_selected = (flag & FACE_UV_SELECT) != 0;
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@@ -4,7 +4,7 @@
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uniform float pointSize;
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uniform float outlineWidth;
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in vec2 u;
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in vec2 au;
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in int flag;
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out vec4 fillColor;
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@@ -22,7 +22,7 @@ void main()
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fillColor = (is_selected) ? colorVertexSelect : deselect_col;
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outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 0.0);
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vec3 world_pos = point_object_to_world(vec3(u, 0.0));
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vec3 world_pos = point_object_to_world(vec3(au, 0.0));
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/* Move selected vertices to the top
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* Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
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* actual pixels are at 0.75, 1.0 is used for the background. */
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