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> In my opinion, floating point shaders should be treated as a land of approximations. Fine, but that leaves you responsible for the breakage the shader of an
by chrisjj 2y ago
> In my opinion, floating point shaders should be treated as a land of approximations.
Fine, but that leaves you responsible for the breakage the shader of an author that holds the opposite opinion, as he is entitled to do. Precision =/= accuracy.
- Dylan16807 2y agoBut do you want /width*width to be optimized? Or associative and commutative operations in general? Then you have to reject the opposite opinion.
- chrisjj 2y ago> But do you want /width*width to be optimized? I do. But I don't see such optimisation as anything to with your changing float type.
- Dylan16807 2y agoChanges like that will break just as much code as adding extra precision will. Because it will change how things round, and not much else, just like adding extra precision. They're both slightly disruptive, and they tend to disrupt the same kind of thing, unlike removing precision which is very disruptive all over.