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Use compositeAmplitude in favour of its reciprocal.

This commit is contained in:
Thomas Harte 2020-11-28 19:53:34 -05:00
parent 1b3836eb1c
commit 5ee9630624

View File

@ -391,10 +391,10 @@ std::unique_ptr<Shader> 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 {