Merge "Issue #1564 correct mosaic ordered shader shader." into development

Former-commit-id: 4f7b9dee8b [formerly dcc3c43454 [formerly 7ad29b0c523ec431d91f2a0340f4fc635564493d]]
Former-commit-id: dcc3c43454
Former-commit-id: 6aecbaef5b
This commit is contained in:
Nate Jensen 2013-01-31 15:57:55 -06:00 committed by Gerrit Code Review
commit 9201431a14

View file

@ -12,7 +12,7 @@ void main(void)
vec4 imageVal = texture2D(imageData,gl_TexCoord[0].st);
vec4 curVal = texture2D(mosaicTexture, vec2((xy.x / float(width)), (xy.y / float(height))));
// assume 0 or NaN is No Data and should be replaced if another image has better values.
if ( imageVal.r != 0 && imageVal.r == imageVal.r) {
if ( imageVal.r != 0.0 && imageVal.r == imageVal.r) {
gl_FragColor = vec4(imageVal.r,0.0,0.0,1.0);
} else {
gl_FragColor = vec4(curVal.r,0.0,0.0,1.0);