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Variables are inspected by reading back the framebuffer and converting the pixel value to a float, etc. However, colors are clamped from 0.0 to 1.0 and stored as a byte per channel, meaning a lot of data is lost between the shader and reading that data back.
Possible Solutions
A higher precision format, such as a 32-bit per channel texture type would afford higher precision output
Packing only 1 float into a single vec4 color channel output would afford more precision, but would require a lot more rendering and be harder to manage.
The text was updated successfully, but these errors were encountered:
Variables are inspected by reading back the framebuffer and converting the pixel value to a float, etc. However, colors are clamped from 0.0 to 1.0 and stored as a byte per channel, meaning a lot of data is lost between the shader and reading that data back.
Possible Solutions
The text was updated successfully, but these errors were encountered: