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My application requires the full IEEE754 precision as supported by the GPUs I target (with precision highp float). I have a constant in the shader source: float pi = 3.1415927;
Shader Minifier translates this to float M=3.14159;
resulting in measurably altered results.
Furthermore there is another bug when trying to use a workaround:
float pi =
//[
3.1415927;
//]
results in a parse error. I must wrap the entirety of the constant definition in //[//] which has the unwanted effect of preventing Shader Minifier from shortening these constant names.
For the example case here, I can use acos(-1.) as my pi constant, but for other high precision constants the limitation stands.
The text was updated successfully, but these errors were encountered:
My application requires the full IEEE754 precision as supported by the GPUs I target (with
precision highp float
). I have a constant in the shader source:float pi = 3.1415927;
Shader Minifier translates this to
float M=3.14159;
resulting in measurably altered results.
Furthermore there is another bug when trying to use a workaround:
results in a parse error. I must wrap the entirety of the constant definition in
//[
//]
which has the unwanted effect of preventing Shader Minifier from shortening these constant names.For the example case here, I can use
acos(-1.)
as mypi
constant, but for other high precision constants the limitation stands.The text was updated successfully, but these errors were encountered: