UVEdit: Add back uv angle stretch aspect correction
[blender.git] / source / blender / gpu / intern / gpu_shader.c
index 88d4f1e5c52e1aa9ef457923e7882bf1a371aee3..8a3581c54dff085b7d9af31818d5660c8deaf477 100644 (file)
@@ -933,7 +933,10 @@ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
        [GPU_SHADER_2D_UV_FACES] =
                { datatoc_gpu_shader_2D_edituvs_faces_vert_glsl,
                  datatoc_gpu_shader_flat_color_frag_glsl },
-       [GPU_SHADER_2D_UV_FACES_STRETCH] =
+       [GPU_SHADER_2D_UV_FACES_STRETCH_AREA] =
+               { datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
+                 datatoc_gpu_shader_2D_smooth_color_frag_glsl },
+       [GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] =
                { datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
                  datatoc_gpu_shader_2D_smooth_color_frag_glsl },
 
@@ -1010,6 +1013,9 @@ static const char *gpu_shader_get_builtin_shader_defines(
                case GPU_SHADER_3D_UNIFORM_SELECT_ID:
                        return "#define UNIFORM_ID\n";
 
+               case GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE:
+                       return "#define STRETCH_ANGLE\n";
+
                default:
                        return NULL;
        }