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Re: [Public WebGL] Need to start getting serious about shaders

On Jun 14, 2010, at 11:02 AM, Oliver Hunt wrote:

> And of course we have to ensure compatible behaviour across all implementations across as many systems as possible which means that all the implementations will have to ensure as close to identical behaviour as possible, regardless of platform.
> eg. with the exception of resource constraints all code that works on one combination of device+platform should work on another.  So the validator will need to either reject all code using implicit casts, or correct for the absence of explicit casts.

Given that GLSL ES disallows implicit casts, it seems clear that the validator should simply reject them. I don't know of any cases where explicit casts are not allowed.


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