Rewrite the pen line shader to be more numerically stable #600
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Resolves
Resolves #599
Resolves #595
Proposed Changes
This PR rewrites the pen line shader to be much more numerically stable:
I have tested this on an iPhone that exhibited #589 and an Android device that exhibited #595 and #599, and found it to fix those issues.
Reason for Changes
I despise floating point numbers and floating point math. Whoever decided that floating-point precision was allowed to vary across different devices in the GL spec deserves slightly damp socks for the rest of their life.
Test Coverage
Manual at this point