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WGSL doesn't currently support mat / scalar though it does support mat * scalar. Apparently this is because MSL and SPIR-V don't support it. GLSL, HLSL do. Is it trivial to transform the expression to mat * (1.0 / scalar)?
I ran into this porting GLSL shaders to WGSL.
The text was updated successfully, but these errors were encountered:
DN: Additionally for this, 1. Our sense is linear algebra has add and mul, but less so division. 2. Which division will it be: teh full precision / or the more approximate reciprocal. If we choose one then the other community will soon call for the other, which ends up being ugly.
JB: Kinda surprised you view division here as different enough conceptually. Might as well “scale down” as “scale up”.
DN: Fine to drop my point 1. Not worth arguing.
JP: Our sense is M3+; same with the clamp and shift issues above.
KG: We can pick M3+ here and change this or other around later as needed.
WGSL doesn't currently support
mat / scalar
though it does supportmat * scalar
. Apparently this is because MSL and SPIR-V don't support it. GLSL, HLSL do. Is it trivial to transform the expression tomat * (1.0 / scalar)
?I ran into this porting GLSL shaders to WGSL.
The text was updated successfully, but these errors were encountered: