Philipp Klaus Krause wrote:
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> The GLSL specification says that the guidelines for precision
> established by the OpenGL 1.4 specification must be met (page 16).
> The OpenGL 1.4 specification requires that "individual results of
> floating-point computations are accurate to about one part in 100000"
> (page 6).
> Does this apply to functions like sin(), pow(), etc?
> It seems to me to 1/10000 is a maximum relative error, which means that
> sin(0) has to be exactly 0, etc. I suppose this requirement would be
> very difficult to meet at cos(nearest float to pi/2), since the result
> would be very small.

AFAIK, the precision of the GLSL intricic functions hasn't been specified.

I think it's OK to be a bit more lax than what the IEEE or OpenGL 1.4 
spec say otherwise.  If someone finds a specific problem we can try to 
improve precision as needed.

-Brian

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