The GLSL exponential function does not generate the correct result. Symptom - shader working on NV does not perform same on OSMESA. The following line: float f = exp(-k*gl_FogFragCoord); was replaced with: float f = pow(2.718281828, -k*gl_FogFragCoord); After making the replacement, the shader performed correctly again. Test codes have verified this problem.
Fixed in git. Thanks, Jamie.
(In reply to comment #1) > Fixed in git. Thanks, Jamie. > Tested fix in my application. All works as expected. Thanks so much!
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