On Fri, 22 Oct 2010 11:53:03 +0300, Aras Pranckevicius <a...@unity3d.com> wrote:
> Hi,
> 
> Attached patch fixes what looks like a typo in ir_algebraic GLSL 
> optimizations.
> 
> Vertex shader that triggers the bug:
> 
> void main() {
>     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
>     mat3 m = mat3 (0.1, 0.8, 0.1, 0.3, 0.3, 0.5, 0.9, 0.0, 0.1);
>     vec3 n = m * gl_Normal;
>     gl_FrontColor = vec4(n*0.5+0.5, 1.0);
> }
> 
> 
> (in debug build, triggers assert; miscompiled shader in release build)

Finally got around to making a shader_runner test out of this, so the
fix is pushed now.

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