Non-Equivalent Rendering from Equivalent GLSL Float Inputs
Content Type: Troubleshooting | Article ID: 000103040 | Last Reviewed: 07/15/2026
Equivalent floating-point values provided through GLSL uniform float and const or variable float paths do not always yield equivalent rendered results, despite using the same numeric value and unchanged shader logic.
The symptom appears as abrupt vertical cuts in a procedural noise pattern.

Left - uniform float
Right - const float
This is inconsistent with expected GLSL behavior for equivalent expressions with unchanged inputs and operations; see the Khronos GLSL 4.60 Specification, which states that constant expressions are evaluated as if precise were present
Intel is currently investigating this issue. Please contact Intel Customer Support for more information.