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Re: [Public WebGL] Re: WebGL spec modifications for D3D


Lack of shader invarience can be a major headache in many common
multipass algorithms.  Without the 'invariant' keyword, we're going to
need something like the 'ftransform' function (which I think was
obsoleted in GLSL 1.4 and GLES 1.0).

Without EITHER 'invariant' OR 'ftransform', some rather important
algorithms become impossible - and that would be really bad news!

  -- Steve

>> On Thu, Apr 22, 2010 at 12:18 PM, Vangelis Kokkevis <vangelis@google.com>
>> wrote:
>>> 5. Shader invariance as described in GLSL ES spec
>>> (http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf)
>>> sections 4.6.1 and enforced by the "invariant" qualifier and #pragma STDGL
>>> invariant(all) cannot be guaranteed in D3D9.  Spec change: No guarantees are
>>> made about invariance in shader outputs the invariant qualifier and #pragma
>>> are ignored.
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