Fix chromatic fringing shader undefined behavior with negative values#8438
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mvaligursky merged 1 commit intomainfrom Feb 4, 2026
Merged
Fix chromatic fringing shader undefined behavior with negative values#8438mvaligursky merged 1 commit intomainfrom
mvaligursky merged 1 commit intomainfrom
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slimbuck
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Pull request overview
This PR fixes undefined behavior in the chromatic fringing (chromatic aberration) post-effect shaders that could cause rendering corruption on certain GPU drivers and rendering paths.
Changes:
- Replaced
pow(centerDistance, vec2(2.0))withcenterDistance * centerDistancein both GLSL and WGSL fringing shaders - Eliminated undefined behavior caused by using
pow()with negative base values when UV coordinates are in the left/bottom portions of the screen
Reviewed changes
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| File | Description |
|---|---|
| src/scene/shader-lib/wgsl/chunks/render-pass/frag/compose/compose-fringing.js | Fixed undefined behavior in WGSL fringing shader by replacing pow() with direct multiplication |
| src/scene/shader-lib/glsl/chunks/render-pass/frag/compose/compose-fringing.js | Fixed undefined behavior in GLSL fringing shader by replacing pow() with direct multiplication |
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Feb 4, 2026
…#8438) Co-authored-by: Martin Valigursky <mvaligursky@snapchat.com>
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Summary
pow()with negative base valuespow(centerDistance, vec2(2.0))withcenterDistance * centerDistancein both GLSL and WGSL shadersDetails
In GLSL/WGSL,
pow(x, y)is undefined for negativexvalues. When UV coordinates are less than 0.5 (left/bottom portions of the screen),centerDistance = uv - 0.5becomes negative, causing undefined results that varied by GPU driver and rendering path. This manifested as screenshot corruption where only the top-right quadrant rendered correctly in some browsers.