Comments (3)
Well ok but then it should be proper function not define as below as it's crashing if i pass vec2 or vec3
#define saturate(x) clamp(x, 0.0, 1.0)
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False alarm: I was using saturate
(defined here https://github.com/pex-gl/pex-shaders/blob/cb6db08184414ed8a17ff22864d53b424528e35a/shaders/chunks/math.glsl.js#L8) function in hook that is defined when rendering to screen but not included with depth only rendering for shadowmapping.
Makes me wonder about using HSLS function in GLSL code (should be just clamp(f, 0, 1)) as similar problems might occur again in the future when porting code.
from pex-renderer.
Agree we should avoid HLSL naming but I'd argue for keeping it as it is part of WGSL naming (and is quite useful, judging by the 24 occurences of it in pex-shaders and the few more clamp(x, 0.0, 1.0)
there).
from pex-renderer.
Related Issues (20)
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