Make TIME usage in shaders more resilient #198
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Reference: team-sg/hero-mark-2#198
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Shader effects that use
TIME
lose precision and distort over time.The precision loss can be counteracted by decreasing
rendering/limits/time/time_rollover_secs
,but this means shaders will visually "restart" more often, which is jarring.
If all shaders are able to use
fract(TIME)
instead, the rollover can probably be an incredibly small value.assigned to @fogwaves