Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product |
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|---|---|---|
| .. | ||
| glsl | ||
| swgl | ||
Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product |
||
|---|---|---|
| .. | ||
| glsl | ||
| swgl | ||