From 5ee963062401d614abed5a75cdb5dd1b003b7e9a Mon Sep 17 00:00:00 2001 From: Thomas Harte Date: Sat, 28 Nov 2020 19:53:34 -0500 Subject: [PATCH] Use `compositeAmplitude` in favour of its reciprocal. --- Outputs/OpenGL/ScanTargetGLSLFragments.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Outputs/OpenGL/ScanTargetGLSLFragments.cpp b/Outputs/OpenGL/ScanTargetGLSLFragments.cpp index 39e57218e..0404f95e8 100644 --- a/Outputs/OpenGL/ScanTargetGLSLFragments.cpp +++ b/Outputs/OpenGL/ScanTargetGLSLFragments.cpp @@ -391,10 +391,10 @@ std::unique_ptr ScanTarget::conversion_shader() const { ); // The outer structure of the OpenGL scan target means in practice that - // oneOverCompositeAmplitude will be the same value across a piece of + // compositeAmplitude will be the same value across a piece of // geometry. I am therefore optimistic that this conditional will not // cause a divergence in fragment execution. - if(oneOverCompositeAmplitude < 0.01) { + if(compositeAmplitude < 0.01) { // Compute only a luminance for use if there's no colour information. fragColour3 = vec3(dot(samples, vec4(0.15, 0.35, 0.35, 0.15))); } else {