From: Paul Gofman Subject: Re: [PATCH v2] wined3d: Avoid using float literals for MAX_FLOAT in GLSL when possible. Message-Id: Date: Mon, 8 Apr 2019 19:11:22 +0300 In-Reply-To: References: <20190405180809.15555-1-gofmanp@gmail.com> <77128814-f51c-2dc7-622c-ea9a5792db8c@gmail.com> I will make such a patch then. I would suggest to still keep constant values output as float in a comment to keep GLSL code readable in log. On 4/8/19 18:19, Henri Verbeet wrote: > I don't think special casing specific values adds much, but by itself, > using ARB_shader_bit_encoding when available wouldn't be a bad thing. > Note that we do something very similar for immediate values in > shader_glsl_get_register_name(). The specific issue there was related > to specifying floating-point specials like +/-INF or NaN. >