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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Severe noise corruption observed while running WebGL “Fluid Simulation ”"
href="https://bugs.freedesktop.org/show_bug.cgi?id=87345#c11">Comment # 11</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Severe noise corruption observed while running WebGL “Fluid Simulation ”"
href="https://bugs.freedesktop.org/show_bug.cgi?id=87345">bug 87345</a>
from <span class="vcard"><a class="email" href="mailto:jason@jlekstrand.net" title="Jason Ekstrand <jason@jlekstrand.net>"> <span class="fn">Jason Ekstrand</span></a>
</span></b>
<pre>(In reply to qiang.miao from <a href="show_bug.cgi?id=87345#c9">comment #9</a>)
<span class="quote">> Can't agree with you
> Why the same code can work correctly on Windows?</span >
It works "correctly" on windows because their shader compiler probably puts
that vec2 in a different register that just so happens to be zero. That's a
matter of luck not default values. As matt said,
(In reply to Matt Turner from <a href="show_bug.cgi?id=87345#c10">comment #10</a>)
<span class="quote">> The GLSL spec says "Reading a variable before writing (or initializing) it
> is legal, however the value is undefined."</span >
Therefore, it's perfectly legal for us to give them a junk value if they don't
assign one. Any shader that uses undefined values is a broken shader. The
fact that it looks OK on windows is a fluke.</pre>
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