Comment # 3
on bug 97338
from Nicolai Hähnle
Created attachment 126172 [details]
Problematic fragment shader
Okay, so here's a bit more detail of what is happening: the attached fragment
shader (shader object 31) samples a 2D vector from PSampler2 (texture object
3153) and does some computations on it involving inversesqrt, under the
assumption that the dot product of the vector is <= 1. This is false: looking
at level 0 of texture 3153 reveals e.g. a unorm value (142, 255) at texel
155,263.
The likely cause here is that this is a port from D3D, which specifies that rsq
should take the absolute value of its argument, to GLSL, which says that
inversesqrt is undefined for values <= 0.
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