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Use compositeAmplitude
in favour of its reciprocal.
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@ -391,10 +391,10 @@ std::unique_ptr<Shader> ScanTarget::conversion_shader() const {
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);
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// The outer structure of the OpenGL scan target means in practice that
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// oneOverCompositeAmplitude will be the same value across a piece of
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// compositeAmplitude will be the same value across a piece of
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// geometry. I am therefore optimistic that this conditional will not
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// cause a divergence in fragment execution.
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if(oneOverCompositeAmplitude < 0.01) {
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if(compositeAmplitude < 0.01) {
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// Compute only a luminance for use if there's no colour information.
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fragColour3 = vec3(dot(samples, vec4(0.15, 0.35, 0.35, 0.15)));
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} else {
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