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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