I am trying to port a GLSL shader to HLSL, i finally managed to make it work, but I had to do some kind of hack i really don't like, and i guess I am probably missing something here (I'm new to this rendering world :-)).
So here is the thing, somewhere in the GLSL shader there is this line :
vec3 lambda = vec3(680E-9, 550E-9, 450E-9);
...
pow(lambda, vec3(4.0))
which i translated in HLSL as :
float3 lambda = float3(680E-9, 550E-9, 450E-9); ... pow(lambda, float3(4.0f,4.0f,4.0f))
I don't know why, but this gives different results in GLSL and HLSL. I know this, because when i turn the result of the pow() operator as a color, i get different colors in GLSL and HLSL :In GLSL :
// Fragment shader
void main()
{
float3 lambda = float3(680E-9, 550E-9, 450E-9);
gl_FragColor.rgb = normalize(pow(lambda, vec3(4.0)));
gl_FragColor.a = 1.0;
return;
}
This returns a pure white color on whatever model i apply this shader on.Now in HLSL :
float4 std_PS(vertexOutput IN) : SV_Target
{
float3 lambda = float3(680E-9, 550E-9, 450E-9);
return float4(normalize(pow(lambda, float3(4.0f,4.0f,4.0f))), 1.0f);
}
This returns a light brown color on whatever model i apply this shader on.
I manually did the pow() using windows calculator, and i got this in my HLSL now:
float4 std_PS(vertexOutput IN) : SV_Target
{
float3 powLambda = float3(0.00000000000000000000000021381376f, 0.00000000000000000000000009150625f, 0.00000000000000000000000004100625f);
return float4(normalize(powLambda), 1.0f);
}
And now i get the same white color i was getting in the GLSL shader, and the HLSL shader gives me exactly the same result the GLSL shader gives.
So why is happening ?
My guess is that there probably is a floating precision difference between GLSL and HLSL, but if it's indeed the case, how can deal with this in an elegant way without computing pow manually with my calculator and hardcoding results in my shader ?
Thanks !