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Corrects composition colour amplitude.
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@ -174,8 +174,8 @@ vertex SourceInterpolator scanToComposition( constant Uniforms &uniforms [[buffe
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result.position.zw = float2(0.0, 1.0);
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result.textureCoordinates.x = mix(scans[instanceID].endPoints[0].dataOffset, scans[instanceID].endPoints[1].dataOffset, float(vertexID));
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result.textureCoordinates.y = scans[instanceID].dataY;
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result.colourPhase = mix(scans[instanceID].endPoints[0].compositeAngle, scans[instanceID].endPoints[1].compositeAngle, float(vertexID)) / 32.0;
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result.colourAmplitude = scans[instanceID].compositeAmplitude;
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result.colourPhase = mix(scans[instanceID].endPoints[0].compositeAngle, scans[instanceID].endPoints[1].compositeAngle, float(vertexID)) / 32.0f;
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result.colourAmplitude = float(scans[instanceID].compositeAmplitude) / 255.0f;
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// Map position into eye space, allowing for target texture dimensions.
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// TODO: is this really necessary? Is there nothing like coord::pixel that applies here?
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