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@@ -52,7 +52,11 @@ vec4 RGBDToLinear( in vec4 value, in float maxRange ) {
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vec4 LinearToRGBD( in vec4 value, in float maxRange ) {
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float maxRGB = max( value.r, max( value.g, value.b ) );
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float D = max( maxRange / maxRGB, 1.0 );
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- D = min( floor( D ) / 255.0, 1.0 );
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+ // NOTE: The implementation with min causes the shader to not compile on
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+ // a common Alcatel A502DL in Chrome 78/Android 8.1. Some research suggests
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+ // that the chipset is Mediatek MT6739 w/ IMG PowerVR GE8100 GPU.
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+ // D = min(floor(D)/255.0, 1.0);
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+ D = clamp(floor(D)/255.0, 0.0, 1.0);
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return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );
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}
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