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Possibly since v.1.36.1 a random number was attached to one of the GLSL variables of shader programs used in gl-line3d module e.g. encode_float_1540259130(pixelArcLength) resulting in non-deterministic bundles as reported in https://github.com/plotly/streambed/issues/13816.
This PR fixes this issue by removing one linking step within gl-line3d module.
So, if I understand correctly, browserify + glslify currently bundles the encode_float function with some additional hash (e.g. encode_float_1540259130 or encode_float_1604150559) leading to bundles with potentially different checksum output. @archmoj is this correct?
If so, what's special about the shader program in glsl-read-float? Why don't other glsl packages exhibit this behaviour? Shouldn't we instead try to solve this problem at the glslify-level? Maybe we can set a flag that makes the additional hash reproducible?
So, if I understand correctly, browserify + glslify currently bundles the encode_float function with some additional hash (e.g. encode_float_1540259130 or encode_float_1604150559) leading to bundles with potentially different checksum output. @archmoj is this correct?
If so, what's special about the shader program in glsl-read-float? Why don't other glsl packages exhibit this behaviour?
gl-line3d is the only module that uses glsl-read-float module. And there is a linking problem between glsl-read-float and gl-line3d due to casting doubles to shorts between two shaders on different hardware.
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Possibly since v.1.36.1 a random number was attached to one of the GLSL variables of shader programs used in
gl-line3dmodule e.g.encode_float_1540259130(pixelArcLength)resulting in non-deterministic bundles as reported in https://github.com/plotly/streambed/issues/13816.This PR fixes this issue by removing one linking step within
gl-line3dmodule.@plotly/plotly_js
cc: @nicolaskruchten @dmt0 @tarzzz