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At runtime, we set injectionSwitch to (0.0, 1.0), so adding vec3(injectionSwitch.x, 0.0, 0.0) should be like adding a vector of zeroes; i.e., it should have no effect. Yet making this change causes a visible difference in the image that is rendered.
The text was updated successfully, but these errors were encountered:
Via email discussions with ARM, we agreed that this was a false alarm due to floating-point issues. We found this shader's variants led to different images on many platforms.
[Shaders, screenshots, error log, reproduction steps, etc.] [ZIP]
Recipient:
Variant:
The recipient and variant images are rendered by identical shaders, except in the variant shader this line:
is replaced by:
At runtime, we set injectionSwitch to (0.0, 1.0), so adding
vec3(injectionSwitch.x, 0.0, 0.0)should be like adding a vector of zeroes; i.e., it should have no effect. Yet making this change causes a visible difference in the image that is rendered.The text was updated successfully, but these errors were encountered: