Danil
Danil
Linux Nvidia 750 Nvidia driver 455.45.01  I see a black screen and 1-2 FPS on Rasterizer Raymarcher and Hybrid Lod only on Ray Tracer, it renders a correct image...
**Tested on Ubuntu 20.10 Vega8 AMD Ryzen integrated GPU**, there are few problems with this GPU like - just launching `radeontop` make gpu freeze completely so some of the bugs...
**Your Godot version:** 3.2.2 stable **Issue description:** Project->Project Settings->General-Physics->Common->Physics FPS I missing info about "how physics FPS work in Godot". 1. when Physics FPS lower than actual FPS how Physics...
Every bugreport there are works in SHADERed https://github.com/dfranx/SPIRV-VM/issues This shader as an example, press pause and click few times on screen to "debug" result 100% crash. ``` #version 330 out...
https://github.com/huwb/volsample/blob/master/src/shadertoy/clouds.shader line 39-40 as I saw in 2021 iq and nimitz changed their license, and now it: > You cannot use, sell, share or host this piece or modifications of...
full **launch to close** log (no other actions) 1. first 12 Validation errors - is before UI rendered 2. last Validation error - when I press close on WIndow 3....
shader code: ```C #version 450 layout (location = 0) out uvec4 outColor; void main() { vec2 fragCoord=gl_FragCoord.xy+1000.; uint val0 = floatBitsToUint(0.4/(0.1*0.4-0.2*0.3)); uint val1 = floatBitsToUint(0.4/(0.1*0.4-0.2*(0.3+min(fragCoord.x,0.)))); uint val2 = floatBitsToUint(0.4/(0.1*(0.4+min(fragCoord.y,0.))-0.2*0.3)); outColor...
Shader code ```C void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec4 test=vec4(0.); fragColor = vec4(test[-1+min(iFrame,0)]); } ```
maybe im wrong, but https://www.khronos.org/registry/spir-v/specs/unified1/GLSL.std.450.html > Pow > Result is x raised to the y power; xy. **The resulting value is undefined if x < 0**. Result is undefined if...
(not just this shader, my large shaders (200+Kb of SPV) result some very broken in SPIRV-VM) this shader as an example (spv file used in SPIRV-VM in attachment) expected result...