[Bug 107864] Specific Shadertoy demo renders garbage in empty parts of target surface

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Comment # 1 on bug 107864 from
Adding

 else {
        fragColor = vec4(0);   
 }

at the bottom of mainImage appears to "fix" it. fragColor is otherwise ending
up with random values (effectively whatever happened to be in the registers,
probably left over from the division check).

I don't think this is a bug in mesa.


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