vo_opengl: prevent division by zero in shader

In theory the max() should clamp it away anyway but I believe division
by zero is UB so just avoid it altogether.
This commit is contained in:
Niklas Haas 2017-07-06 05:59:08 +02:00
parent 9e04018f92
commit ef43854b34
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1 changed files with 1 additions and 1 deletions

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@ -532,7 +532,7 @@ static void pass_tone_map(struct gl_shader_cache *sc, float ref_peak,
// Desaturate the color using a coefficient dependent on the brightness
if (desat > 0 && ref_peak > desat) {
GLSLF("float overbright = max(0.0, (luma - %f) / luma);\n", desat);
GLSLF("float overbright = max(0.0, (luma - %f) / (luma + 1e-6));\n", desat);
GLSL(color.rgb = mix(color.rgb, vec3(luma), overbright);)
}