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When the fractional part of a float fixes your shader

https://crocidb.com/post/when-the-fractional-part-of-a-float-fixes-your-shader/
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> Root cause: Nvidia driver 595.79 (RTX 4070) miscompiles GLSL fract() usage in this shader’s context for large-magnitude operands (~100–1000): the returned fractional part is temporally discontinuous (moves smoothly, then jumps).

It looks like the LLM hallucinated a diagnosis of a miscompilation based on which fix worked. I would not treat its claim as accurate without further investigation.

Edit: Read the rest of the article and it looks like further investigation was performed, and it had nothing to do with the GPU driver after all. Good stuff.

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