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2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -408,7 +408,7 @@ f(3.3); //传入的 3.3是高精度

__invariant关键字:__

由于shader在编译时会进行一些内部优化,可能会导致同样的运算在不同shader里结果不一定精确相等.这会引起一些问题,尤其是vertx shader向fragmeng shader传值的时候.
由于shader在编译时会进行一些内部优化,可能会导致同样的运算在不同shader里结果不一定精确相等.这会引起一些问题,尤其是vertex shader向fragment shader传值的时候.
所以我们需要使用`invariant` 关键字来显式要求计算结果必须精确一致. 当然我们也可使用 `#pragma STDGL invariant(all)`来命令所有输出变量必须精确一致,
但这样会限制编译器优化程度,降低性能.

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