Open
Description
shader code:
#version 450
layout (location = 0) out uvec4 outColor;
void main()
{
vec2 fragCoord=gl_FragCoord.xy+1000.;
uint val0 = floatBitsToUint(0.4/(0.1*0.4-0.2*0.3));
uint val1 = floatBitsToUint(0.4/(0.1*0.4-0.2*(0.3+min(fragCoord.x,0.))));
uint val2 = floatBitsToUint(0.4/(0.1*(0.4+min(fragCoord.y,0.))-0.2*0.3));
outColor = uvec4(val0, val1, val2, 0u);
}
Test shadertoy shader.
SPIRV-VM result: (first line float second uint)
-20.000000 -19.999996 -20.000004 0.000000
3248488448 3248488446 3248488450 0
Expected result: (uint in range +-1 from 3248488448)
-20.000000 -19.999998 -20.000001 0.000000
3248488448 3248488447 3248488449 0
Metadata
Assignees
Labels
No labels