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In generated shaders, output +INF and -INF as largest single precision floating point number. · a4e5223aapatrick@chromium.org authored
C++ streams seem to use the representation 1.$ for INF and that isn't valid syntax in GLSL or HLSL. Also preserve the sign of INF in constant expressions that divide by zero. I can't figure out what to do about 0/0 because the shader models we are using do not support NaN. Treating it as +INF as before. Review URL: https://codereview.appspot.com/7057046 git-svn-id: https://angleproject.googlecode.com/svn/trunk@1644 736b8ea6-26fd-11df-bfd4-992fa37f6226
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