Prevent fragment from being potentially undefined leading to driver-specific noise
This fixes noise in the center of the circle shader, where `d >= -(float(C_LINE) / 2.0F)` is false
This commit is contained in:
@@ -32,9 +32,6 @@ out vec4 fragment;
|
||||
/* This shader is based on radial.glsl, refer to it for more commentary */
|
||||
|
||||
float apply_smooth(float theta) {
|
||||
|
||||
fragment = vec4(0, 0, 0, 0);
|
||||
|
||||
float idx = theta + ROTATE;
|
||||
float dir = mod(abs(idx), TWOPI);
|
||||
if (dir > PI)
|
||||
@@ -53,6 +50,7 @@ float apply_smooth(float theta) {
|
||||
}
|
||||
|
||||
void main() {
|
||||
fragment = vec4(0, 0, 0, 0);
|
||||
float
|
||||
dx = gl_FragCoord.x - (screen.x / 2),
|
||||
dy = gl_FragCoord.y - (screen.y / 2);
|
||||
|
||||
Reference in New Issue
Block a user