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I don't think this issue (#779) is a high priority bug. HLSL is emitted that does not match the C# source, but it does produce the correct float value at runtime.
Instead, I consider this to be a debugging hazard: the HLSL will not match the C#, and it will be confusing.
This shader:
generates this HLSL:
Notice how the
float4
in the C# has131072.65f
but the HLSL says131072.66
.If I change to
131072.64f
then it correctly emits131072.64
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