From dc69fab1565659241eb6f2f3576076872e86c45e Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Sun, 16 Dec 2018 23:46:32 +0100 Subject: Filter weird origin vertex The same thing occurs in computicle. I suspect some initialization / compute shader invokation problem. On the other hand: Why would that happen for the origin vertex and not e.g. the first or last vertex in memory? To be investigated further. --- src/shader/code/collide.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/shader/code/collide.glsl') diff --git a/src/shader/code/collide.glsl b/src/shader/code/collide.glsl index 936ca89..3982ad8 100644 --- a/src/shader/code/collide.glsl +++ b/src/shader/code/collide.glsl @@ -13,7 +13,7 @@ uniform uint nY; const uint q = 9; const float omega = 0.6; -const float displayAmplifier = 50.; +const float displayAmplifier = 1000.; float get(uint x, uint y, int i, int j) { return collideCells[q*nX*y + q*x + (i+1)*3 + j+1]; -- cgit v1.2.3