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the variable a gets inlined, but the information that it was a float seems to be lost, it appears as if an integer division is performed and the result is
vec3 b =vec3(0);
The text was updated successfully, but these errors were encountered:
heyjuvi
changed the title
Inclining of global floats in vec3
Inlining of global floats in vec3
Sep 27, 2023
Yes. I checked it with using 8., but I’m sure 4. fixes this as well.
During development I'm using a non-minified version and it compiles fine (Nvidia driver for Linux). I think I also checked it with glslangValidator at some point as well and it didn't complain.
When using (global) variables like
the variable
a
gets inlined, but the information that it was a float seems to be lost, it appears as if an integer division is performed and the result isThe text was updated successfully, but these errors were encountered: