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Makes me wonder about using HSLS function in GLSL code (should be just clamp(f, 0, 1)) as similar problems might occur again in the future when porting code.
Agree we should avoid HLSL naming but I'd argue for keeping it as it is part of WGSL naming (and is quite useful, judging by the 24 occurences of it in pex-shaders and the few more clamp(x, 0.0, 1.0) there).
Without hook vs with hook (all hook glsl commented out, just empty stage declarations)
![Screenshot 2024-04-09 at 21 30 10](https://private-user-images.githubusercontent.com/171001/320992726-66c854ff-a3e2-4f12-a9fc-7c8a10a1667b.jpg?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3MjA2NTMwODUsIm5iZiI6MTcyMDY1Mjc4NSwicGF0aCI6Ii8xNzEwMDEvMzIwOTkyNzI2LTY2Yzg1NGZmLWEzZTItNGYxMi1hOWZjLTdjOGExMGExNjY3Yi5qcGc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjQwNzEwJTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI0MDcxMFQyMzA2MjVaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT1kMWEyN2QzMmMzYTQzMTFlNDhiNGFhYWVkYzgwMGZiZDA0MjI2NDMwZWMyMDZlYTAxYzk4ZDQwNDU5YWNkMmJiJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCZhY3Rvcl9pZD0wJmtleV9pZD0wJnJlcG9faWQ9MCJ9.F5J4DFCCAxqTm33M8GBxheMHsGdpr-rkLKLi7Jr0Wvg)
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