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(which is only valid in GLSL ES 3 / WebGl 2.0) produces different output across browsers -- and always incorrect (artifacts along the diagonal).
If there's a way we could have not only 0-1-valued texture coordinates but also correct pixel/texel-coordinates, then we'd be done with these.
The text was updated successfully, but these errors were encountered:
Some blendmodes are still unsupported:
XOR
XOR is tricky in WebGL 1.0, which has no bitwise integer operations. There are involved algorithms which emulate xor.
Every other *
Every other line/pixel is also not straightforward, because we need pixel-coordinate access. This code
(which is only valid in GLSL ES 3 / WebGl 2.0) produces different output across browsers -- and always incorrect (artifacts along the diagonal).
If there's a way we could have not only
0-1
-valued texture coordinates but also correct pixel/texel-coordinates, then we'd be done with these.The text was updated successfully, but these errors were encountered: