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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Black squares in the Spec Ops: The Line chapter select screen"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97338#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Black squares in the Spec Ops: The Line chapter select screen"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97338">bug 97338</a>
from <span class="vcard"><a class="email" href="mailto:nhaehnle@gmail.com" title="Nicolai Hähnle <nhaehnle@gmail.com>"> <span class="fn">Nicolai Hähnle</span></a>
</span></b>
<pre>Created <span class=""><a href="attachment.cgi?id=126172" name="attach_126172" title="Problematic fragment shader">attachment 126172</a> <a href="attachment.cgi?id=126172&action=edit" title="Problematic fragment shader">[details]</a></span>
Problematic fragment shader
Okay, so here's a bit more detail of what is happening: the attached fragment
shader (shader object 31) samples a 2D vector from PSampler2 (texture object
3153) and does some computations on it involving inversesqrt, under the
assumption that the dot product of the vector is <= 1. This is false: looking
at level 0 of texture 3153 reveals e.g. a unorm value (142, 255) at texel
155,263.
The likely cause here is that this is a port from D3D, which specifies that rsq
should take the absolute value of its argument, to GLSL, which says that
inversesqrt is undefined for values <= 0.</pre>
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