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CC | mw_triad@users.sourceforge.net |
Comment # 15
on bug 85376
from Matthew Woehlke
Not sure if this is fixed or not, but I was able to isolate the GLSL where things go sideways. This is broken: prev.rgb = (prev.rgb * (256 - ifog) + cfogcolor.rgb * ifog) >> 8; The above apparently should have the same effect as the following, which works correctly: prev.r = (prev.r * (256 - ifog) + cfogcolor.r * ifog) >> 8; prev.g = (prev.g * (256 - ifog) + cfogcolor.g * ifog) >> 8; prev.b = (prev.b * (256 - ifog) + cfogcolor.b * ifog) >> 8; So something is going sideways distributing the above operations across vector components. Seems reasonable to suspect code generation. I tried splitting just the bitshift step with no effect, so my guess is that at least multiplying an int3 by an int is doing something wrong.
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