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Non-Equivalent Rendering from Equivalent GLSL Float Inputs

Content Type: Troubleshooting   |   Article ID: 000103040   |   Last Reviewed: 07/15/2026

Environment

Operating System

Windows 11* Family

Description

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.

Example Image

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

Resolution

Intel is currently investigating this issue. Please contact Intel Customer Support for more information.