From 4e21d24b5f90d230c15834fc60e6ae7bb7a0519f Mon Sep 17 00:00:00 2001 From: Thomas Harte Date: Thu, 20 Aug 2020 20:34:37 -0400 Subject: [PATCH] Corrects composition colour amplitude. --- OSBindings/Mac/Clock Signal/ScanTarget/ScanTarget.metal | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OSBindings/Mac/Clock Signal/ScanTarget/ScanTarget.metal b/OSBindings/Mac/Clock Signal/ScanTarget/ScanTarget.metal index 6b550f7a9..2cc6d10fa 100644 --- a/OSBindings/Mac/Clock Signal/ScanTarget/ScanTarget.metal +++ b/OSBindings/Mac/Clock Signal/ScanTarget/ScanTarget.metal @@ -174,8 +174,8 @@ vertex SourceInterpolator scanToComposition( constant Uniforms &uniforms [[buffe result.position.zw = float2(0.0, 1.0); result.textureCoordinates.x = mix(scans[instanceID].endPoints[0].dataOffset, scans[instanceID].endPoints[1].dataOffset, float(vertexID)); result.textureCoordinates.y = scans[instanceID].dataY; - result.colourPhase = mix(scans[instanceID].endPoints[0].compositeAngle, scans[instanceID].endPoints[1].compositeAngle, float(vertexID)) / 32.0; - result.colourAmplitude = scans[instanceID].compositeAmplitude; + result.colourPhase = mix(scans[instanceID].endPoints[0].compositeAngle, scans[instanceID].endPoints[1].compositeAngle, float(vertexID)) / 32.0f; + result.colourAmplitude = float(scans[instanceID].compositeAmplitude) / 255.0f; // Map position into eye space, allowing for target texture dimensions. // TODO: is this really necessary? Is there nothing like coord::pixel that applies here?