Comment # 3
on bug 111241
from Pierre-Eric Pelloux-Prayer
Here's my understanding of the issue. This shader uses 2 passes: - the first pass has BufferA as input and output and does: if (first frame) // init bufferA content else // do something useful - the 2nd pass has BufferA as input and does: N = texelFetch(bufferA) for(i=0; i < N; i++) // do something The problem here is the "// init bufferA content": it fails to initialize the buffer content properly, leading to an infinite loop in the 2nd pass. The exact code is: if (iFrame==0) { O -= O; return; } If one replaces this line with: if (iFrame==0) { O = vec4(0.0f); return; } The shader works fine (you can test the modified version here: https://www.shadertoy.com/view/wtSXzw ).
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