Fragment shader seems to floor() imprecisely
- by Peter K.
I'm trying to interpolate coordinates in my fragment shader. Unfortunately if close to the upper edge the interpolated value of fVertexInteger seems to be rounded up instead of beeing floored. This happens above approximately fVertexInteger >= x.97.
Example:
floor(64.7) returns 64.0 -- correct
floor(64.98) returns 65.0 -- incorrect
The same…