Created
June 7, 2020 12:09
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Broken precision using vec3 in struct, only on android webgl glsl (chromium)
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precision highp float; | |
struct TRay | |
{ | |
vec3 Pos; | |
vec3 Dir; | |
}; | |
vec3 ScreenToWorld(float2 uv,float z) | |
{ | |
float x = mix( -1.0, 1.0, uv.x ); | |
float y = mix( 1.0, -1.0, uv.y ); | |
vec4 ScreenPos4 = vec4( x, y, z, 1.0 ); | |
vec4 CameraPos4 = ScreenToCameraTransform * ScreenPos4; | |
vec4 WorldPos4 = CameraToWorldTransform * CameraPos4; | |
vec3 WorldPos = WorldPos4.xyz / WorldPos4.w; | |
return WorldPos; | |
} | |
TRay GetWorldRay() | |
{ | |
float Near = 0.01; | |
float Far = 100.0; | |
TRay Ray; | |
Ray.Pos = ScreenToWorld( uv, Near ); | |
Ray.Dir = ScreenToWorld( uv, Far ) - Ray.Pos; | |
return Ray; | |
} | |
main() | |
{ | |
TRay Ray = GetWorldRay(); | |
// Ray pos & dir seems low precision (varies based on angle in matricies, when w gets high) | |
Ray.Pos = ScreenToWorld(uv, 0.01); | |
Ray.Dir = ScreenToWorld(uv, 100.0) - Ray.Pos; | |
// now ray dir is fine! | |
gl_FragColor = Dir; | |
} |
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