Issue #1564 correct mosaic ordered shader shader.
Former-commit-id:1a64db22b1
[formerly153b826ca9
] [formerlyebae642c8a
] [formerly9bf9b1cc0d
[formerlyebae642c8a
[formerly 514ae219a7e986ca420d28a0c480de4c4d31bbdb]]] Former-commit-id:9bf9b1cc0d
Former-commit-id: d92b64a0bf697d0e6d3938e713596a22bf3878e0 [formerlyc43bd1a5ab
] Former-commit-id:723c4c87a7
This commit is contained in:
parent
55d7d97a2c
commit
b79c1ab24f
1 changed files with 1 additions and 1 deletions
|
@ -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);
|
||||
|
|
Loading…
Add table
Reference in a new issue