Hi,
what is the expected value - on screen - of this frag shader code (this is coloring a quad and I have deleted irrelevant lines):
"#version 150
"
“out vec4 color;”
“void main() {”
“float colval=16380.0/16383.0;”
“color = vec4(colval,colval,colval,alpha);”
“}”;
whe I use glReadpixels to read the rendered value I get 1.000000. I need to go down to something like 16200.0/16383.0 for the output to be slighlty less than 1. (0.996 or so).
So I figure I have some sort of precision problem in the shader? Where should I be looking to identify the problem?
My framebuffer?
Thanks in advance,
Soren