DescriptionIn generated shaders, output +INF and -INF as largest single precision floating point number.
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.
Committed: https://code.google.com/p/angleproject/source/detail?r=1644
Patch Set 1 : #Patch Set 2 : #
MessagesTotal messages: 2
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