Possible floating point precision problem - it's not a bug, just that some (older?) NVIDIA drivers will optimize shader code down to 16 bit FP precision if their compiler thinks it can get away with it.
Try using "layer / textureDepth" instead - it's mathematically equivalent but should preserve precision better.
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#1mhagain
Posted 08 October 2012 - 06:08 AM
Possible floating point precision problem - it's not a bug, just that some (older?) NVIDIA drivers will optimize shader code down to 16bpp if their compiler thinks it can get away with it.
Try using "layer / textureDepth" instead - it's mathematically equivalent but should preserve precision better.
Try using "layer / textureDepth" instead - it's mathematically equivalent but should preserve precision better.