Does the fragment shader clamp its outcome components between 0 and 1? #15
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CoderJo-Pro
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Thanks for the question! The fragment shaders do not clamp the output unless you are rendering the fragment shader directly to the screen, in which case the output has to be clamped to fit in the rgba [0-1] range. But you can perform general purpose compute in the fragment shaders and you are only limited by the range of numbers supported by the shader's output type (e.g. int16, float32, uint8, etc). |
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Just the title, I'm tired of messing these around myself. You're the ones that are likely having the exact knoledges to help I guess. My machine has a reasonable CPU, but an outdated GPU that dosen't support Vulkan, nor newer OpenGL that includes compute shaders. However your demos works just fine, I will appreciate you very much for your response ❤️
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