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"Interesting" new bug with OpenGL and GLSL : I have a piece of code that determines the shadow cascade to use from a world position. I found something weird so made a minimal example. Here are the two results if I use a loop or if I unroll the loop:

Any reason for writing 3-1 instead of 2? What happens if cascadeIndex is greater than 2? If you ever find out why it behaves like that, I'm curious :D

It's just something I forgot to replace when I wrote an example, even if I replace 3-1 by 2 it does the same. If cascadeIndex is > 2, the color is pink but it never happened.

It's the editor in OpenGL, so no SPIR-V to disassemble and no GPU assembly to read unfortunately :(

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