i'm making a 2d android game where i have a mechanics that allow the player to move the camera away from the main character, and to not allow him to explore the hole world, a have create a Fog shader, know the shader works very well on the emulator, and in the desktop application from libgdx, but once i run it on real devices it give me a defferent output, in Xperia SP the for never get heigher and make every thing visible, and in a Galaxy S3 the Fog act like a Circle and make every thing invisible. my question is : are shader work differently from gpu to one other.

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    \$\begingroup\$ You should post the shader source. \$\endgroup\$ – SurvivalMachine Feb 28 '14 at 7:45
  • \$\begingroup\$ This strongly depends on the GPU vendor, who normally develops the driver as well. I also recognize that on different hardware the shader behaves differently; caused by some buggy implementation or quite more often by a buggy shader from myself. The question is: do you use features in your shader correctly? If yes: are their any known issues on the target hardware and drivers? If yes: which workaround do you can use? \$\endgroup\$ – KimKulling Feb 28 '14 at 14:35
  • \$\begingroup\$ You should also check for OpenGL errors if you're not already doing so. \$\endgroup\$ – SurvivalMachine Jun 24 '16 at 8:08

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