Here's the example page as an attachment, for archiving. Perhaps useful to add, some other things I've tried:
* Drawing interpolated color shades using a varying variable works. * Functions like `dot` and `max` produce valid float output. For example, using these two, I can implement just the diffuse step in Phong shading. * But once I start using using regular operators on the floats, the values are truncated. ** Attachment added: "WebGL example page that produces the problem." https://bugs.launchpad.net/ubuntu/+source/mesa/+bug/676183/+attachment/1735522/+files/shaderbug.html -- Basic shaders produce incorrect output https://bugs.launchpad.net/bugs/676183 You received this bug notification because you are a member of Ubuntu-X, which is subscribed to mesa in ubuntu. _______________________________________________ Mailing list: https://launchpad.net/~ubuntu-x-swat Post to : ubuntu-x-swat@lists.launchpad.net Unsubscribe : https://launchpad.net/~ubuntu-x-swat More help : https://help.launchpad.net/ListHelp